Heal spell icon: a healing cross with rising arrows
Icon by Sbed, CC BY 3.0

Heal 5e spell

6th-level evocation · 2024 version below

Casting time
1 action
Range
60 feet
Components
V, S
Duration
Instantaneous
School
Evocation
Level
6

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At higher levels

When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Heal healing by spell slot level

Spell slot levelHealingAverage
6th7070
7th8080
8th9090
9th100100

Averages are the dice’s expected total. Roll any row in the dice roller.

How Heal plays

Pick a creature you can see within 60 feet: it regains 70 hit points, no dice involved. It also ends blindness, deafness and any diseases on the target. Each slot level above 6th adds 10 more, up to 100 from a 9th-level slot.

Seventy hit points in one action puts most of an 11th-level character’s hit points back, and it works at range, so the cleric doesn’t have to run into the fight. It has no effect on undead or constructs.

When to pick Heal

Common questions

How much does Heal restore when upcast?

70 at 6th level, 80 at 7th, 90 at 8th and 100 at 9th.

Does Heal need to be touch?

No. It reaches any creature you can see within 60 feet.

Does Heal cure poison?

Not under the 2014 rules: it ends blindness, deafness and diseases. The 2024 version ends the Blinded, Deafened and Poisoned conditions instead.

Does Heal work on undead or constructs?

No, it has no effect on either. A warforged player character is a humanoid, not a construct, so it can be healed.

Can Heal bring back a dead creature?

No. It restores hit points to a living creature, including one at 0 hit points, but a dead one needs a spell like Revivify or Raise Dead.

Heal or Mass Cure Wounds?

Heal gives one creature 70. Mass Cure Wounds gives up to six creatures 3d8 + your modifier, about 17 each. Spread damage calls for Mass Cure Wounds; one ally about to go down calls for Heal.

Heal compared with other healing

SpellHow it compares
Mass Cure Wounds5th level: 3d8 + your modifier to up to six creatures in a 30-foot sphere. Better when the whole party is hurt.
Regenerate7th level: 4d8 + 15 at once, then 1 hit point every round for an hour, and it regrows severed limbs.
Mass Heal9th level: 700 hit points split among any creatures you can see within 60 feet, and it cures diseases, blindness and deafness.
Harm6th level, its opposite: 14d6 necrotic on a failed Constitution save that also cuts the target’s hit point maximum, but can’t drop it below 1.
Cure Wounds1st level: 1d8 + your modifier per slot level by touch. A 6th-level Cure Wounds averages about 30; Heal gives 70.

Classes that can cast Heal

ClassFirst availableSpellcasting ability
Cleric spells11th character levelWisdom
Druid spells11th character levelWisdom

Heal in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Casting time
Action
Range
60 feet
Components
V, S
Duration
Instantaneous
School
Abjuration
Level
6
Classes
Cleric, Druid

Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.

Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 6th-level evocation spells

Browse: all 6th-level spells · evocation spells