Quick Answer
Healing Word is a 1st-level spell for Bards, Clerics, and Druids. As a bonus action, one creature you can see within 60 feet regains 1d4 + your spellcasting ability modifier hit points, plus 1d4 per slot level above 1st. The 2024 rules raise it to 2d4 + modifier, plus 2d4 per slot level. Its main job is getting a downed ally back up from 0 hit points.
Overview
Healing Word is a 1st-level evocation spell that heals a creature at range as a bonus action. Bards, Clerics, and Druids all have it from 1st level.
The healing is small. With a +3 modifier, it restores 4 to 7 hit points, 5.5 on average. What makes it valuable is when and how you can cast it. It costs a bonus action, works at 60 feet, and needs only a verbal component. You can bring a fallen ally back into the fight without walking to them and still use your action.
Any healing wakes a creature at 0 hit points and resets its death saving throws. That is why Healing Word is often the most efficient healing spell in the game. It turns an unconscious ally into an active one for one bonus action and one 1st-level slot.
Stat Block
| Property | Value |
|---|
| Level | 1 |
| School | Evocation |
| Casting Time | 1 bonus action |
| Range | 60 feet |
| Components | V |
| Material | None |
| Duration | Instantaneous |
| Concentration | No |
| Ritual | No |
| Save/Attack | None |
| Classes | Bard, Cleric, Druid |
When NOT to Use This
- •You need to cast a leveled spell with your action this turn. In the 2014 rules, after a bonus-action spell you can only cast a cantrip with your action.
- •The ally is up but badly hurt and about to be hit again. 5.5 hit points may not keep them standing.
- •The target is undead or a construct. In the 2014 rules the spell has no effect on them.
- •You are silenced or gagged. It needs a verbal component.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Excellent on a creature at 0 hit points. Poor as a top-up. |
| Action Economy | Bonus action at 60 feet, leaving your action free for a cantrip or other non-spell action. |
| Opportunity Cost | Your bonus action, and the bonus-action spell rule for the rest of the turn. |
When worth the slot: An ally is at 0 hit points, especially one who acts soon in the initiative order.
When NOT worth the slot: Topping up an ally outside combat. A short rest and Hit Dice do that for free.
Upcasting
| Slot | 2014 healing | 2014 average (+3 mod) | 2024 healing | 2024 average (+3 mod) |
|---|
| 1st | 1d4 + mod | 5.5 | 2d4 + mod | 8 |
| 2nd | 2d4 + mod | 8 | 4d4 + mod | 13 |
| 3rd | 3d4 + mod | 10.5 | 6d4 + mod | 18 |
Upcasting adds little in the 2014 rules: 2.5 hit points per slot level. Save higher slots for other spells.
Pro Tips
Tip #1: Heal at 0, not at 5.
Why it works: A creature at 0 hit points that regains any healing gets up with those hit points. Healing an ally at 5 hit points to 10 just delays the same problem.
This avoids the mistake of: Spending slots on small top-ups that the next attack erases.
Tip #2: Pair it with a cantrip.
Why it works: In the 2014 rules, after casting a bonus-action spell you can still cast a cantrip with a casting time of 1 action. Healing Word plus Sacred Flame or Vicious Mockery uses the whole turn.
This avoids the mistake of: Thinking a turn spent healing is a turn with no offense.
Tip #3: Watch the initiative order.
Why it works: If the downed ally acts right after you, they get a full turn back. If enemies act first, they may knock the ally down again.
This avoids the mistake of: Healing an ally who drops again before they ever act.
Tip #4: Life Domain clerics heal more.
Why it works: Disciple of Life (2014) adds 2 + the spell's level to healing from spells of 1st level or higher. A 1st-level Healing Word with a +3 modifier averages 8.5 instead of 5.5.
This avoids the mistake of: Forgetting a flat bonus that matters more on small heals.
Common Mistakes to Avoid
Casting Healing Word and another leveled spell on the same turn
Why it's bad: In the 2014 rules, if you cast a spell as a bonus action, the only other spell you can cast that turn is a cantrip with a casting time of 1 action. Healing Word plus Cure Wounds or Hold Person is not allowed.
Do this instead: Cast Healing Word and a cantrip, or Healing Word and a non-spell action.
Thinking negative hit points carry over
Why it's bad: In 5e, hit points stop at 0. A creature at 0 that regains 5 hit points has 5 hit points.
Do this instead: Heal as soon as an ally drops. Waiting does not "dig a hole" deeper.
Healing undead or constructs (2014)
Why it's bad: The 2014 spell has no effect on undead or constructs. A construct ally gets nothing.
Do this instead: Check your table's rules. The 2024 version removes this limit.
Forgetting that you need to see the target
Why it's bad: The target must be a creature you can see within 60 feet. A downed ally behind a wall is out of reach.
Do this instead: Move to a spot with line of sight first. You can move before or after casting.
Usage Tips
- •Worked example: A 3rd-level cleric with 16 Wisdom casts Healing Word on a fighter at 0 hit points. The fighter regains 1d4 + 3, between 4 and 7. Their death save successes and failures reset to zero, and they stand up on their next turn.
- •Compared with Cure Wounds (2014): Cure Wounds heals 1d8 + 3, 7.5 on average, but costs an action and a touch. Healing Word heals 2 less on average and leaves your action free.
- •Compared with Cure Wounds (2024): Cure Wounds heals 2d8 + 3, 12 on average. Healing Word heals 2d4 + 3, 8 on average.
- •Roll it with the dice roller. For a group, Mass Healing Word at 3rd level heals up to six creatures as a bonus action.
- •Learn exactly when a creature dies or stabilizes in the death saving throws guide, and what 0 hit points means in the unconscious condition guide.
- •Related guides: Cure Wounds, Aid, and Spiritual Weapon, which also competes for your bonus action. Browse the full spell guide index.
Rules Notes
- •The casting time is 1 bonus action. The range is 60 feet. The only component is verbal.
- •The target is a creature you can see within range. You can target yourself.
- •It restores 1d4 + your spellcasting ability modifier hit points (2014).
- •Each slot level above 1st adds 1d4 (2014).
- •It has no effect on undead or constructs (2014).
- •A creature at 0 hit points that regains any hit points is no longer dying, and its death saves reset.
Synergies
- •Cantrips: In the 2014 rules, Healing Word and a cantrip is the standard full turn for a support caster.
- •Disciple of Life: Adds 2 + spell level to each casting.
- •Aid: Raises current and maximum hit points for up to three creatures for 8 hours. It does not use concentration.
- •Death Ward: Prevents the drop to 0 in the first place.
Anti-Patterns
- •Casting it on an ally at half health who isn't under threat.
- •Upcasting it to a 3rd-level slot for an extra 5 hit points.
- •Walking into melee to touch a downed ally with Cure Wounds when Healing Word reaches them from 60 feet as a bonus action.
Tactical Modules
- •Pick-up: An ally drops. On your turn, cast Healing Word, then attack with a cantrip.
- •Range rescue: Stay at the back and heal a downed front-liner without moving into melee.
- •Last-ditch: Keep one 1st-level slot in reserve for Healing Word in every hard fight.
Countermeasures
- •Threat: Enemies keep hitting the downed ally. Response: Heal, then let the ally retreat or Disengage. Fallback: Use Cure Wounds for more healing.
- •Threat: You are silenced or gagged. Response: Use a potion or a non-verbal option. Fallback: Stabilize with a Medicine check.
- •Threat: You run out of slots. Response: Prioritize slots for allies at 0. Fallback: Spare the Dying stabilizes a dying creature without healing it.
Healing Word in the 2024 Rules
The 2024 Player's Handbook keeps Healing Word as a 1st-level, bonus-action spell for Bards, Clerics, and Druids, with a 60-foot range and verbal component only. It is now an abjuration spell instead of evocation.
The healing doubles. It restores 2d4 + your spellcasting ability modifier, 8 on average with +3, and each slot level above 1st adds 2d4. The 2014 line that says it has no effect on undead or constructs is gone.
The bonus-action spell rule also changed. In the 2024 rules you can expend only one spell slot per turn. You still can't cast Healing Word and a leveled spell with a slot on the same turn, but you are no longer limited to a cantrip with a casting time of an action. Mass Healing Word, the 3rd-level version, now heals 2d4 + modifier for up to six creatures.
Frequently Asked Questions
How much does Healing Word heal in 5e?
In the 2014 rules, it heals 1d4 plus your spellcasting ability modifier, 5.5 on average with +3, and 1d4 more per slot level above 1st. In the 2024 rules, it heals 2d4 plus your modifier, 8 on average with +3, and 2d4 more per slot level.
Can Healing Word bring someone back from 0 HP in 5e?
Yes. Any healing gets a creature at 0 hit points back up. It regains consciousness with the hit points healed, and its death saving throw successes and failures reset. It cannot bring back a creature that has died.
Can you cast Healing Word and another spell on the same turn in 5e?
Yes, but only certain spells. In the 2014 rules, after casting Healing Word you can only cast a cantrip with a casting time of 1 action. In the 2024 rules, you can only expend one spell slot per turn, so the other spell can't use a slot.
Is Healing Word or Cure Wounds better in 5e?
Healing Word is usually better in combat because it is a bonus action at 60 feet. Cure Wounds heals more, 1d8 versus 1d4 in 2014 and 2d8 versus 2d4 in 2024, but it costs an action and a touch.
Does Healing Word work on undead in 5e?
In the 2014 rules, no. The spell has no effect on undead or constructs. The 2024 version removed that restriction.
Does Healing Word need line of sight in 5e?
Yes. The target must be a creature you can see within 60 feet. If you can't see a downed ally, move first or use a different option.
Is Healing Word good in 5e?
Yes. It is one of the most useful 1st-level spells for any healer. The healing is small, but getting a downed ally up as a bonus action from 60 feet keeps them in the fight and costs you very little.
Can you cast Healing Word on yourself in 5e?
Yes, if you are conscious. It targets a creature you can see within range, and you can choose yourself. A creature at 0 hit points is unconscious and can't cast it.
Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)
Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.