1 bonus action
Bard, Cleric, Druid
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
|1st level||5th level||7th level||9th level|
|Healing Dice||1d4 + X||5d4 + X||7d4 + X||9d4 + X|
|Minimum Healing||1 + X||5 + X||7 + X||9 + X|
|Average Healing||2.5 + X||10.5 + X||14.5 + X||18.5 + X|
|Maximum Healing||4 + X||20 + X||28 + X||36 + X|
1st level, Evocation, Healing
Level: Bard (1), Cleric (1), Druid (1), Divine Soul (1), Alchemist (3)
Materials Required: None
Number of Targets: 1
Die Type: d4
Number of Dice: 1 (increased by 1 for each spell slot level above 1st)
Damage Type: Healing
Damage On Successful Save: N/A
Statuses Inflicted: Target is healed by an amount
Status Duration: Instantaneous
Affected By Cover: No
What is Healing Word?
Healing Word is a 1st-level Evocation spell. It is a ranged healing spell that allows the caster to heal a party member without even being near them! Its healing numbers are lower than Cure Wounds but are compensated for by the increased range.
Who can cast Healing Word?
Healing Word is present on the spell lists of the Bard, Cleric, and Druid classes; these classes can begin casting Healing Word at the 1st level.
Divine Soul Sorcerers have access to the entire Cleric spell list and can also cast the spell starting at 1st level.
Alchemists gain access to the spell at 3rd level through their expanded spell lists.
When and Where should I cast Healing Word?
Healing Word is an excellent spell to use to keep your tanks and melee damage dealers topped off during long fights. The spell is a bonus action that can be used in conjunction with a damage-dealing spell or weapon attack, making it an excellent choice for the heat of battle where both healing and damage are essential.
Why should I take Healing Word?
Healing Word’s timing as a bonus action is fantastically powerful since the spell can be used in the same turn as a damage-dealing cantrip, like Fire Bolt, or a weapon attack.
Its healing power is lower than Cure Wounds, but the spell carries less risk for squishier casters and is mitigated by the ability to deal damage in the same turn that you cast it.