Cure Wounds
Level 1 · Abjuration
- Buff
Cure Wounds occupies the abjuration school at level 1, available to bard, cleric, druid, paladin, and ranger. Cast time: Action. Range Touch, components V/S, duration instantaneous. Effect: A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. At higher levels: The healing increases by 2d8 for each spell slot level above 1.
Stat Block
- Level
- 1
- School
- Abjuration
- Casting Time
- Action
- Range / Area
- Touch
- Components
- V, S
- Duration
- Instantaneous
- Ritual
- No
- Concentration
- No
- Classes
- Bard, Cleric, Druid, Paladin, Ranger
- Material
- —
Description
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Cure Wounds is Abjuration in the 2024 rules (Evocation in the 2014 PHB). The caster touches a willing creature; the creature regains 2d8 + spellcasting modifier hit points. Upcasting adds 2d8 per slot level. Touch range is the binding cost — the caster has to be adjacent.
Class Fit
- Bard: Bards prep Cure Wounds as their primary single-target heal when the build expects to be in melee anyway. Touch range pushes the Bard forward, which conflicts with Bardic Inspiration positioning.
- Cleric: Cleric prep usually pairs Cure Wounds with Healing Word — the Action-cost touch heal for sustained recovery, the Bonus-Action ranged heal for emergencies. Life Domain Clerics add +2 + spell level HP to every Cure Wounds cast.
- Druid: Druids prep Cure Wounds when the build expects sustained party damage. The Wild Shape economy means Cure Wounds is often a humanoid-form decision; Healing Word is the Bonus-Action alternative for in-shape combat.
- Paladin: Paladins keep Cure Wounds as the slot-spent upgrade to Lay on Hands. Most builds use Lay on Hands for in-combat dings and reserve Cure Wounds slots for larger HP restores.
- Ranger: Rangers prep Cure Wounds at level 5 onwards. Slot counts are tight; Cure Wounds is the build's daily backup heal rather than the primary.
Tactical play (Doungim editorial)
Cure Wounds outperforms Healing Word in raw heal-per-slot when the patient is already adjacent and you have an action to spare. Most often that means in a Lairlock when the cleric is already next to the fighter and no enemies are threatening. Disciple of Life Clerics add 2 + slot level to Cure Wounds — at slot 4, that's 4d8 + WIS + 6 = ~30 HP. Otherwise, prefer Healing Word.
Related Spells
Frequently Asked Questions about Cure Wounds
- What level spell is Cure Wounds?
- Cure Wounds is a level 1 spell from the Abjuration school. The classes that can prepare it: Bard, Cleric, Druid, Paladin, Ranger.
- What is the range of Cure Wounds?
- Touch range on Cure Wounds means the caster has to make physical contact with the target.
- What components and casting time does Cure Wounds need?
- For Cure Wounds: the spell uses V, S components, casting is a normal Action.
- Can Cure Wounds be upcast?
- Cure Wounds scales when upcast: The healing increases by 2d8 for each spell slot level above 1.