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Cure Wounds vs Healing Word

Touch and a bonus action — these are the cleric and bard staple heals at opposite ends of the action economy.

Cure Wounds

Level
1
School
Abjuration
Casting Time
Action
Range
Touch
Components
V, S
Duration
Instantaneous
Concentration
No
Ritual
No
Classes
Bard, Cleric, Druid, Paladin, Ranger

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Full entry →

Healing Word

Level
1
School
Evocation
Casting Time
Bonus Action
Range
60 feet
Components
V
Duration
Instantaneous
Concentration
No
Ritual
No
Classes
Bard, Cleric, Druid

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Full entry →

Which one should you pick?

  • Pick Cure Wounds: Pick Cure Wounds when you have the action to spare and the patient is already adjacent (1d8 per slot level beats 1d4 per slot level on raw mean).
  • Pick Healing Word: Pick Healing Word when the patient is dropped at 30+ feet away — bonus action and range turn a TPC into a TPK averted.
  • Tiebreaker: On a downed PC, Healing Word almost always wins: 1 HP stands them up and you still get your action.

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