Healing Word
Level 1 · Evocation
- Healing
- Buff
A 1st-level spell in the evocation school, Healing Word appears on the bard, cleric, and druid lists. Cast time: Bonus Action. Range 60 feet, components V, duration instantaneous. Effect: A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. At higher levels: The healing increases by 2d4 for each spell slot level above 1.
Stat Block
- Level
- 1
- School
- Evocation
- Casting Time
- Bonus Action
- Range / Area
- 60 feet
- Components
- V
- Duration
- Instantaneous
- Ritual
- No
- Concentration
- No
- Classes
- Bard, Cleric, Druid
- Material
- —
Description
A creature of your choice that you can see within range regains Hit Points equal to 2d4 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
Healing Word is one of Evocation's exceptions — focused magical energy released not as damage but as a compressed pulse of restoration. The same school that builds Fireball builds this: a single word, a single Bonus Action, and an ally back up off the floor at 1d4 + spellcasting modifier from 60 feet away.
Class Fit
- Bard: Healing Word is the Bard's emergency button. Bonus Action cost means the Bard can still cast a concentration spell or use Bardic Inspiration on the same turn. Most Bard players take Healing Word specifically so they don't have to walk over to a downed ally — 60 feet is enough to reach the front line from the back row.
- Cleric: Almost every Cleric prepares Healing Word for the same reason. The Bonus Action picks an ally up; the Action stays free for Spirit Guardians, Spiritual Weapon, Bless, or whatever the round demands. The spell's healing scales modestly on upcast — usually less efficient than just upcasting Cure Wounds, but the action economy makes Healing Word the better emergency cast nine times out of ten.
- Druid: Druids prep Healing Word when they expect to spend turns in Wild Shape and need to revive an ally without dropping the form. The trade-off is that Healing Word doesn't restore as much as Cure Wounds — it buys the ally another round of action, not full survivability.
Tactical play (Doungim editorial)
Always have Healing Word prepared. The 60-foot range and bonus-action cast mean it's the only heal that works when a melee ally drops and the rest of the party is across the room. Cast at slot level 1 unless the ally is on the verge of being killed permanently (Death save 3 failed) — then upcast for the extra die. Do not cast Healing Word as a full action — its whole advantage is the bonus action; if you have a bonus action option spare and your ally is at 0, this is the right play 90% of the time.
Related Spells
Frequently Asked Questions about Healing Word
- What level spell is Healing Word?
- Healing Word is a level 1 spell from the Evocation school. The classes that can prepare it: Bard, Cleric, Druid.
- How much does Healing Word heal?
- Healing Word restores 2d4 hit points, plus the caster's spellcasting ability modifier on most cleric/druid/bard casts. Upcasting increases the healing.
- What is the range of Healing Word?
- From the caster's position, Healing Word reaches 60 feet.
- What components and casting time does Healing Word need?
- To cast: the components are V. Additionally, the casting time is bonus action (not a standard Action).
- Can Healing Word be upcast?
- Healing Word scales when upcast: The healing increases by 2d4 for each spell slot level above 1.