Highlights

  • Power Word Heal: Bend the laws of physics to heal completely, instantly restoring hit points and ending certain conditions.
  • Vampiric Touch: Inflict damage while healing, siphoning life force with each successful melee spell attack.
  • Aura of Vitality: Heal multiple allies at once in a 30-foot radius, providing instant heals without spending spell slots.

Players and Dungeon Masters (DMs) of Dungeons & Dragons know there's more to Wizards of the Coast's hit IP than just casting fireballs and hacking through monsters. Skilled players know the healer serves just as important a role as their tank and damage-dealing counterparts.

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Flexibility reigns in Dungeons and Dragons 5e (D&D 5e) and it's often the healer that gets the party out of certain doom & saves the day. For players looking for more dynamic characters, a healer might serve this purpose well. After all, most healing-oriented classes in D&D 5e are built to be extremely flexible. Should players take on the responsibility of a healer, just what are the best spells that should be in their repertoire?

Updated on November 17, 2023 by Rhenn Taguiam: With Dungeons & Dragons players now able to defend the Astral Plane with character options from Planescape: Adventures In The Multiverse, parties may not be aware of the strange assortment of threats on their way as they hop from one dimension to the next. Characters in charge of ensuring the party’s survival know they need the best healing spells in D&D, but certain spells just outshine the rest in terms of practicality and usability. Other healing spells the team’s resident healer should consider include an aura that constantly regenerates health, the capability to cure even the worst amputations, and options that enable players to outmaneuver dangerous attacks and perilous obstacles.

23 Power Word Heal

9th-Level Evocation

Power Word Heal
Casting Time 1 Action
Range Touch
Target N/A
Components Verbal, Somatic
Duration Instant
Classes Bard, Cleric

Sometimes, all it takes for someone to recover completely is to bend the laws of physics itself to “force” healing unto a subject, and this is exactly what Power Word Heal (9th Level Evocation) does. The Spell transpires over the course of a single Action, with an instantaneous effect.

The spellcaster needs only to touch the target (Verbal, Somatic Components) in order for a wave of energy to be released unto them. This energy will have the target regain all their Hitpoints and end any condition if it’s Charmed, Frightened, Paralyzed, or Stunned. Likewise, using this on a prone creature can have them use their Reaction to stand up. However, this Spell doesn’t work on constructs or the undead.

When To Use Power Word Heal

On top of its full healing is the capacity to heal Charmed, Frightened, Paralyzed, and Stunned; status conditions that not even Mass Heal can accommodate. While Mass Heal can target more individuals and Foresight can target more status conditions, Power Word Heal is a middle ground, especially when players are willing to use a 9th-Level Slot.

22 Vampiric Touch

3rd-Level Necromancy

Vampiric Touch
Casting Time 1 Action
Range Self
Target N/A
Components Verbal, Somatic
Duration Concentration (1 Minute)
Classes Sorcerer, Wizard

A damaging effect that heals is still a healing effect, and this is exactly what Vampiric Touch (3rd Level Necromancy) does. Throughout one Action, a spellcaster can concentrate on a target within their reach for up to one minute and can siphon the life force from the target unto the caster.

When this Spell is cast (Verbal, Somatic Components), the spellcaster has to make a melee spell attack against the target, of which the target takes 3d6 Necrotic Damage on a hit. The spellcaster then gains Hitpoints equal to half of the damage dealt to the target. What’s tricky here is that the spellcaster can repetitively make the spell attack once per turn until the spell ends, and adds 1d6 to the damage die for every Spell Slot used above 3rd-Level. This is easily a nifty Spell to have for Subclasses that try to tap into both a Spellcasting and melee build.

When To Use Vampiric Touch

Despite the 3d6 Necrotic Damage available to Vampiric Touch, only healing for half that amount makes Vampiric Touch a more attractive combat spell instead of a recovery option. Vampiric Touch is more useful for stealing HP from minions with the intent of killing them after the Spell to maximize its lifesteal component.

21 Aura Of Vitality

3rd-Level Evocation

Aura of Vitality
Casting Time 1 Action
Range Self (within 30ft. radius)
Target N/A
Components Verbal
Duration Concentration (1 Minute)
Classes Paladin, Cleric, Druid

One of the best ways for a spellcaster to heal their fighting allies is to heal a lot of them at the same time, which is how the Aura of Vitality (3rd-Level Evocation) works. When the spellcaster concentrates for up to a minute and casts the spell (Verbal Component), they can create a healing energy that reaches all living things up to 30 feet from them.

The aura moves with the spellcaster, allowing them to use their Bonus Action to cause a living creature in the area, including the spellcaster, to regain 2d6 HP. This extremely useful spell can provide instantaneous heals without spending Spell Slots, since a full minute can take up to six combat turns.

When To Use Aura Of Vitality

This spell is a reliable source of emergency heals when recovering from a tough fight. As it lasts 60 seconds, and with each round lasting 6 seconds, Aura of Vitality can heal up to 20d6 HP. This is more than the maximum 12d6 healing from Healing Spirit. However, given its nature as a Concentration Spell, Healing Spirit is not recommended in combat.

20 Regenerate

7th-Level Transmutation

Regenerate
Casting Time 1 Minute
Range Touch
Target N/A
Components Verbal, Somatic, Material (holy water, prayer wheel)
Duration 1 Hour
Classes Bard, Cleric, Druuid

One of the most potent Spells in 5e is Regenerate (7th-Level Transmutation), which stimulates a creature's natural abilities through special components (Verbal, Somatic, and Material Components in the form of a prayer wheel and holy water). When the spell begins, the target regains as much as 4d8+15 HP. They may regain up to 10 HP each minute throughout the hour-long spell.

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Even more impressive, Regenerate can help creatures regain their severed limbs within two minutes. If the spellcaster has the severed limb, holding the part onto the stump will have the limb “tie” itself to the stump and be healed. This spell is especially useful to help Subclasses that emphasize engaging in battle, despite the risks.

When To Use Regenerate

While the 7th-Level Spell Slot seems costly for a 4d8+15 HP heal, the additional effect of 1 HP healed per turn plus the benefit of restoring severed wounds can make it a must-have. Its lack of Concentration, on top of having up to 600 HP healed within an hour (provided the character doesn’t take any injuries in the process) make this an attractive spell for healers.

19 Mass Cure Wounds

5th-Level Evocation

Mass Cure Wounds - 5e Best Healing Spells
Casting Time 1 Action
Range 60 feet
Target N/A
Components Verbal, Somatic
Duration Instant
Classes Bard, Cleric, Druid

Mass Cure Wounds (5th-Level Evocation) has the potential to be an extremely potent healing spell. This instantaneous spell requires an Action as well as Verbal and Somatic components to be cast within a range of 60 feet. When activated, up to six creatures within a 30-foot-radius sphere receive 3d8+Spellcasting Ability Modifier worth of Hit Points. The amount of healing gets a 1d8 boost for every Spell Slot higher than 5th Level.

Despite the multi-target nature of Mass Cure Wounds, its high Spell Slot cost might not make it worth the trouble of using. It might be a better strategy to reserve 5th-Level Spell Slots for damage-dealing Spells, and use lower-level Slots for minor healing.

When To Use Mass Cure Wounds

Due to its Spell Slot cost, Mass Cure Wounds is only useful with a large party. 3d8 Healing isn’t especially impressive for a 5th-Level spell. This spell is best used with Beacon of Hope, since it fills up the Maximim HP of the creature it affects.

18 Heroes' Feast

6th-Level Conjuration

Heroes Feast - Dungeons and Dragons Best Healing Spells
Casting Time 10 Minutes
Range 30 Feet
Target N/A
Components Verbal, Somatic, Material (1,000 GP worth gem-encrusted bowl)
Duration Instant
Classes Cleric, Druid, Bard

Heroes’ Feast (6th-Level Conjuration) is the equivalent of an invigorating meal before a hunt in Monster Hunter. Healers only need 10 minutes to cast this spell with Verbal, Somatic, and Material components. Once they finish, Heroes’ Feast brings forth an amazing feast for up to 12 other creatures to enjoy.

Heroes’ Feast truly shines with its benefits. All participating creatures gain a 2d10 increase in both HP and HP Maximum. They also now roll Wisdom Saves with an advantage. Lastly, these creatures gain immunity to being frightened and poisoned. These benefits last for as long as 24 hours, which can become more than enough time for the heroes to outlast a major encounter or even an entire session.

When To Use Heroes’ Feast

This spell is not recommended ability in emergencies. It's more of a technical healing that visualizes the preparatory feast or an ending celebration. The benefits make it best used as a pre-battle feast. The 2d10 healing on top of the same amount of Temporary Hit Points can make it an extremely useful preemptive healing ability.

17 Aura Of Life

4th-Level Abjuration

Aura of Life
Casting Time 1 Action
Range Self (extends to 30ft. radius)
Target N/A
Components Verbal
Duration Concentration (10 Minute)
Classes Paladin, Cleric

Despite having the appearance of hulking juggernauts, Paladins in Dungeons & Dragons remain beacons of virtues represented by their convictions. While still usable by Clerics, the Aura of Life remains a popular Spell used by holy warriors. When cast with a Verbal Component, this 4th-Level Abjuration Spell will release a burst of life energy from the Paladin and extend to a 30-foot radius. Throughout the Spell’s 10-minute radius, the aura moves alongside the Paladin, granting the caster and everyone around them Resistance to Necrotic Damage and disabling any effects that reduce Hit Point Maximum.

However, what makes Aura of Life extremely valuable is how non-hostile living creatures inside its radiating light will get 1 Hit Point should they begin their turn at 0 Hit Points. Since a creature at 0 Hit Points will immediately start rolling Death Saves, a Paladin with an Aura of Life can practically stop party members from entering the brink of death. While it’s true that 1 HP party member may still be a liability in combat, the resident Cleric may be able to whip out a healing Spell to get everyone up to speed.

16 Greater Restoration

5th-Level Abjuration

Greater Restoration
Casting Time 1 Action
Range Touch
Target A creature touched by the caster
Components Verbal, Somatic, Material (100 GP worth of diamond dust)
Duration Instant
Classes Bard, Cleric, Druid

Resident healers in D&D who want to cure an ally of a status effect may use Lesser Restoration (2nd-Level Abjuration) to get the job done, but Greater Restoration is a more reliable Spell for extreme emergencies. Its status as a 5th-Level Abjuration and its requirements of Verbal, Somatic, and Material (diamond dust at least worth 100 gold) Components are reflected in the kind of conditions it heals.

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When cast, Greater Restoration can remove one of many things to a target: a level of Exhaustion, an effect (Charmed, Petrified), a reduction (to Ability Scores, HP), and a curse (includes Cursed Magic Items). Moreover, Greater Restoration is the only Spell in the game that can restore amputated body parts. Should a player lose a limb or two in a harsh fight, someone with Greater Restoration should be able to regain their lost limbs.

15 Virtue

Abjuration Cantrip

Virtue
Casting Time 1 Action
Range Touch
Target N/A
Components Verbal, Somatic
Duration 1 Round
Classes Cleric

In perilous D&D encounters, characters on the brink of death may want to get at least one more attack to finish the boss. Doing this can facilitate quite the epic moment, with Virtue from Unearthed Arcana: Starter Spells being the perfect Abjuration Cantrip to encapsulate these last-ditch efforts.

When cast, a spellcaster uses Virtue to imbue life into someone they touch. They get 1d4 + Spellcasting Modifier Temporary Hit Points throughout the round. Despite the limited healing this Spell provides, this could prove just enough for the party’s DPS to secure the kill or the resident tank to hold the line and help the others escape.

14 Beacon Of Hope

3rd-Level Abjuration

Beacon of Hope
Casting Time 1 Action
Range 30 feet
Target Any creatures within the range
Components Verbal, Somatic
Duration Concentration (1 Minute)
Classes Cleric

Sometimes, the Cleric of D&D isn’t just the resident healer, but rather the representation of hope that everything will be alright. This is encapsulated in Beacon of Hope, a 3rd-Level Abjuration Spell that simply needs the Cleric to perform the right Verbal and Somatic Components to unleash the light of a better tomorrow to their selected creatures within a 30-foot radius.

Throughout the Spell’s minute-long duration, the Cleric’s Concentration facilitates constant buffs, namely Advantages to WIS Saves and Death Saves, as well as healing the Maximum Hit Points allowed from any recovery. Even without a secondary healer, securing the most heals from a mere Potion of Healing inside the Beacon of Hope can help the party outlast dungeons that won’t give them chances to undergo Rests.

13 Healing Spirit

2nd-Level Conjuration

Healing Spirit - Dungeons and Dragons Best Healing Spells
Casting Time 1 Bonus Action
Range 60 Feet
Target N/A
Components Verbal, Somatic
Duration Concentration (1 Minute)
Classes Druid, Ranger

Druids and Rangers should consider getting Healing Spirit (2nd-Level Conjuration) as soon as they can. This Spell needs a Bonus Action as well as Verbal and Somatic components to cast, and lasts up to a minute with concentration. The spell calls forth a transparent spirit to occupy a five-foot cube within 60 feet. The Healer can then prompt that Spirit to heal 1d6 Hit Points of any creature that enters its space.

Additionally, the Caster can move the Spirit up to 30 feet as a Bonus Action. The Spirit can heal for as many as 1 + Spellcasting Ability Modifier before it disappears. Due to its situational nature, a Healing Spirit can be handy in battles where the Healer has the room to concentrate.

When To Use Healing Spirit

Healing Spirit's Bonus Action cost can make it a nifty mass-healing tool for as long as 10 rounds. However, its Concentration requirement can become rather restraining to the caster involved, as their allies may now have to protect them.

12 Healing Word

1st-Level Evocation

Casting Time 1 Bonus Action
Range 60ft
Target Target within range
Components Verbal
Duration Instant
Classes Bard, Cleric, Druid

Players scale in health quickly when they level up, which might make spells like Healing Word feel less impactful at later levels. Unlike other healing spells, however, Healing Word only takes a Bonus Action to cast and happens instantaneously. Anyone within 60 feet of the spellcasting class can receive its benefits.

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With Healing Word, a target can receive 1d4+Spellcasting Ability Modifier of healing. It doesn't affect constructs or undead, making it a support spell. Healing gets increased by 1d4 for every Spell Slot used above 1st Level.

When To Use Healing Word

The only thing that makes Cure Wounds better than Healing Word is the amount of healing received. Healing Word is a more practical choice in emergencies. As a Bonus Action, players can help allies whenever they’re knocked down, and still have a free Action for other activities or another healing spell.

11 Cure Wounds

1st-Level Evocation

Casting Time 1 Action
Range Touch
Target A creature touched
Components Verbal, Somatic
Duration Instant
Classes Bard, Cleric, Druid, Paladin, Ranger, Artificer

Spellcasters with a knack for healing will almost always rely on Cure Wounds to help their allies. After all, this 1st-Level Evocation spell (Verbal, Somatic) happens as soon as the user touches their target. As it heals a target of 1d8+Spellcasting Ability Modifier, this becomes a go-to healing spell at early levels. This spell increases the healing by 1d8 for every higher-level Spell Slot used.

Cure Wounds doesn't affect constructs or undead. As such, players should strictly reserve this spell for healing purposes.

When To Use Cure Wounds

Neophytes to spellcasting can rely on Cure Wounds in most lower-level encounters, especially versus Healing Word. However, Cure Wounds isn’t a viable combat option in later levels. Enemies may end up damaging players and their allies more than what the Spell is capable of healing.

10 Mass Healing Word

3rd-Level Evocation

Mass Healing Word - Dungeons and Dragons Best Healing Spells
Casting Time 1 Bonus Action
Range 60 Feet
Target Up to 6 creatures within range
Components Verbal
Duration Instant
Classes Cleric

While some argue that Mass Cure Wounds heals more, Mass Healing Word (3rd-Level Evocation) costs less and leaves room to use other emergency healing. This instantaneous Spell works within a Bonus Action, and only needs a verbal component. Up to six creatures of the Spellcaster’s choice are healed for 1d4+Spellcasting Ability Modifier.

At first glance, Mass Healing Word just casts a lot of Healing Word at the cost of a third-level Spell Slot, but it's invaluable in large parties.

When To Use Mass Healing Word

For group-based healing, Mass Healing Word is a must-recommend for Healers to prepare. Unfortunately, the high Spell Slot cost of Mass Healing Word versus its healing value makes it rather underperforming except for emergencies.

9 Goodberry

1st-Level Transmutation

Casting Time 1 Action
Range Touch
Target N/A
Components Verbal, Somatic, Material (sprig of mistletoe)
Duration Instant
Classes Druid, Ranger

The Goodberry serves as a handy 1st-Level Transmutation (Verbal, Somatic, Material) spell for those in need of quick healing. Casting Goodberry only takes an action, and afterward ten berries appear on the caster's hand. Each berry, infused with magic for 24 hours, can heal 1HP. While this healing might not seem too useful, parties can use that 1HP buff to avoid being knocked out or recover after battle.

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Goodberry eliminates the need for adventurers to carry a ton of rations for extended journeys, as it can provide sustenance for a day.

When To Use Goodberry

Despite its minuscule healing, Goodberries are reliable sources of extra HP, especially in lower-level play. Getting Goodberry is a safe option for both Druids and Rangers who want self-sustaining options without having to rely heavily on their healing.

8 Spare The Dying

Necromancy Cantrip

Casting Time 1 Action
Range Touch
Target Living creature at 0HP
Components Verbal, Somatic
Duration Instant
Classes Cleric

Spare the Dying is one of the most essential Cantrips in the Cleric's arsenal. This Necromancy Cantrip (Verbal, Somatic) can stabilize any living creature with 0 Hit Points. Casters simply need to touch the target and its effects are instantaneous.

Players may also choose the Magic Initiate feat to get Spare the Dying, even if they are not a cleric. Spare the Dying's once-per-long rest mechanic under this feat can become a surprise life-saver in crucial situations.

When To Use Spare The Dying

As a Cantrip, the “free-cast” nature of this Spell is a life-saver, assuming the allies are in a safe space and accessible to other healers. It’s better to use Healing Word for more efficient healing when players get access to higher-level Spell Slots.

7 Lesser Restoration

2nd-Level Abjuration

Casting Time 1 Action
Range Touch
Target A creature touched
Components Verbal, Somatic
Duration Instant
Classes Bard, Cleric, Druid, Paladin, Ranger, Artificer

While not a healing spell, Lesser Restoration is an important asset in any party's arsenal, especially against stronger opponents. This 2nd-Level Abjuration spell (Verbal, Somatic) is a reminder that stronger opponents rely less on brute force and instead debilitate the party with status conditions.

Being Poisoned, Paralyzed, Deafened, or Blinded can render any party member useless. Thanks to Lesser Restoration, a caster simply needs an action to touch a creature afflicted with a disease or condition to end it. Since the effect is instantaneous, a party member can return to the fight without much worry.

When To Use Lesser Restoration

In debilitating situations, Lesser Restoration can stop hindering effects on the team’s heavy-hitters. Players who can manage to last a few rounds can outlast these effects anyway. The 2nd-Level Spell Slot cost can be allocated for Spells to accommodate more situations, but Lesser Restoration is a must-prepare since it is one of the few ways to stop after-effects.

6 Aid

2nd-Level Abjuration

Casting Time 1 Action
Range 30 Feet
Target Up to 3 creatures within range
Components Verbal, Somatic, Material (strip of white cloth)
Duration 8 Hours
Classes Cleric, Paladin, Artificer

Aid serves as one of the best support spells in D&D 5e. This 2nd-Level Abjuration spell (Verbal, Somatic, Material) targets multiple creatures, with effects lasting for eight hours. Casters who activate Aid need to cast it using an action, and three creatures within 30 feet will get +5 to their Hit Point maximum until the spell ends.

This +5 to Hit Point Maximum might not seem like much, even with the option to boost the bonus by +5 for each Spell Slot above 2nd-Level. But when combined with the Temporary HP bonus of feats like Inspiring Leadership, Aid becomes an essential buff prior to long travels and boss fights.

When To Use Aid

The 8-hour duration for Temporary HP is a must-cast, with its 3-target limit making it ideal for both pre-combat and mid-combat encounters. Aid is especially helpful with emergency heals, particularly for raising knocked-down allies. After all, Aid grants both Temporary HP and current HP.

5 Gentle Repose

2nd-Level Necromancy

Casting Time 1 Action
Range Touch
Target A corpse, remains
Components Verbal, Somatic, Material (pinch of salt, a copper piece per eye)
Duration 10 Days
Classes Cleric, Druid, Wizard

Spellcasters might find themselves surprised to see Gentle Repose in a list of recommended healing spells. This 2nd-Level Necromancy ritual (Verbal, Somatic, Material) doesn't grant any healing to its target, but seasoned adventurers might find this spell useful when dealing with powerful NPCs.

Casters can use Gentle Repose on remains such as a corpse. When they touch the corpse, the spell protects the corpse against decay, and it cannot become undead for 10 days. Parties with a dead comrade can use Gentle Repose to extend the time needed to get the components for Raise Dead, especially since the latter can be demanding with its requirements. Gentle Repose can help the party stop major villains from summoning a major NPC as an enemy undead.

When To Use Gentle Repose

Corpses past a time threshold can become ineligible for revives in D&D. Gentle Repose can practically render a corpse safe from undead transformations and from passing the revive expiry date, making it a life-saver when the team has a character they want to revive, but no revive spells.

4 Life Transference

3rd-Level Evocation

Casting Time 1 Action
Range 30 Feet
Target A creature of choice
Components Verbal, Somatic
Duration Instant
Classes Cleric, Wizard

Clerics might be surprised to see Life Transference in their repertoire. This 3rd-Level Evocation spell (Verbal, Somatic) takes an action to cast, but its effects are instantaneous. With this spell, casters take 4d8 necrotic damage and their target will in turn receive healing of a value twice as much as the caster's damage (think lifesteal). Using a 4th-Level Spell Slot and above increases the damage by 1d8 per level, but this also increases the potential healing value.

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Given its dangerous nature, it makes sense for casters to look at Life Transference as a last resort. After all, an average of 20 damage with a maximum of 80 damage can prove fatal to low-HP spellcasters. Regardless, the amount of healing this can give to a tank or a damage-dealer can turn the tide of battle.

When To Use Life Transference

This is a dangerous Spell to use. Unless the team has a revival Spell such as Regeneration or Revivify, Life Transference can be used to make an extremely dramatic “self-sacrifice play” moment.