Cure Wounds 5e

Cure Wounds 5e

Remember all those times when you were out playing with your friends and came back home bruised? Fun times, right? It would have been nice if there was a way to instantly heal those bruises or injuries. While there is no such thing in the real world(maybe in the 22nd Century?), but in D&D there are many options to heal yourself and your allies. One such way is by using the Cure Wounds 5e spell.

Cure Wounds 5e is a simple spell that heals anyone you touch. It doesn’t completely heal them though, but you can heal 1d8 + one’s ability modifier for spellcasting. This is pretty good for a beginner spell that is available at level 1. It is an instantaneous spell that 1 action to cast, but the downside here is that the caster should touch the target to heal. While this works fine when are in a safe environment, by when you are in the midst of a battle then it’s difficult. One more thing is that the spell doesn’t have any effect on constructs or creatures like the undead.

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Features of Cure Wounds 5e

This is a pretty basic spell with simple stats but that doesn’t mean you can just ignore the stats. Every player must be aware of a spell and all its stats/info before they use it. So here are the main points of Cure Wounds 5e.

  • A level 1 Evocation spell with an instantaneous casting time that requires 1 action.
  • The range of the Cure Wounds 5e spell is limited by the target you can touch.
  • It requires Somatic and verbal components to be able to cast.
  • Recovers 1d8 combined with the ability modifier of spellcasting amount. That’s the amount of health healed for a target.
  • Since it is not a cantrip, it needs a spell slot to be cast.
  • The healing amount increases with each spell slot. For example, using this with a level 2 spell slot with increase the healing amount to 1d8. Similarly, it increases by 1d8 for every spell slot.
  • This spell is available for many classes and subclasses in the game. To name them all we got Bards, Clerics, Paladin, Druid, Artificer and Ranger.
  • When the subclass characters, The Celestial, Circle of Wildfire, and Life Domain can use the Cure Wounds 5e spell.
  • One other thing that you might wanna know about this spell is that you can use it on yourself too. As long as you can move, and it works even if you are blind since you don’t need to see yourself for this.

Well, that’s everything that you need to about the Cure wounds 5e spell to get a better understanding of what this spell does. Now that that’s out of the way, it is time we also talked about how to use this spell in the game. Take a look at the next section to know about that.

How to Use Cure Wounds 5e Spell?

Cure Wounds 5e

Any kinds of healing spells in D&D are pretty straightforward, though not all are the same. Some can work within a range of 60ft or less, while others like Cure wounds 5e requires you to touch the target to work. So cast this spell in anyone who is in proximity to you and heal 1d8 added with your spellcasting ability modifier amount. If you are just starting in this game then you may not encounter enemies that deal high damage. In that case, this works out fine.

If you encounter an enemy that deals, say 8 hit points. Then this spell might not be that effective considering the 1d8 and modifier amount it heals. For example, you have 2 hit points and your ally heals you using the cure wounds 5e spell and your hp reaches 8. Dealing 8 hit points isn’t that difficult for an enemy. So in such situations, this spell can be rendered useless.

This is in no way a bad spell, or far from being a useless one, but it ain’t the best one to have either. A player can use the Ring of Cure Wounds 5e equipment to increase 1 charge for the cure wounds spell. The ring adds Wisdom as your spellcasting modifier and contains 7 charges. The spell also doesn’t have a proficiency bonus. When it comes to who is better suited to use this spell, the obvious choice is clerics. Since they are always stereotyped to the role of healer in D&D 5e.

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Though the other best option is bards. In case you want a different option that can replace cure wounds 5e, I suggest you go for Healing Word. We shall discuss the difference between them in a while.

Proficiency Bonus

Every class in D&D 5e has a certain amount of proficiency bonus that is added to their ability checks, skills checks, saving throws, etc. This proficiency bonus depends on the class and the level they are. To understand this, one has to look at the class chart of the character they are playing to get exact details of the proficient bonus one can add. For example, almost every character proficiency bonus ranges between +2 to +6 depending on the level.

This proficiency bonus is not added every time to every spell or attack. Just like there is no proficiency bonus to Cure wounds 5e, there are other spells and attacks that may or may not have a proficiency bonus. So how does it work and how do you add a proficiency bonus? Firstly, the proficiency bonus is only added when you are skilled at a certain ability and are using it.

A proficiency bonus being added also means that the character may already have a natural talent for that skill. For example, if one is using perception, and the character is skilled at perception, then a proficiency bonus is added to any check one can use related to proficiency. This is the case with any skill check, ability check, or any other checks that one can play.

How to Add Proficiency Bonus?

If we talk about adding the proficiency bonus to a throw, every character in the game has a +2 proficiency bonus regardless of their race. This is till you reach level 5, after which it is increased to +3. Now, suppose you made a throw that for an ability check, then you add the dice value with the modifier and proficiency check value.

To make it even easier for you, let us say you threw dice for a perception check of level 2 character. This character has the wisdom of 2(modifier) and the perception check on the dice gave you a 10. So you add 10(dice value)+ 2(modifier)+ 2(proficiency bonus for a level 2 character)= 15. That’s how you add the proficiency bonus to a throw. Now, there is one condition where the proficiency bonus is doubled, and that is when the character has class-based expertise. Otherwise, no matter what you only add the proficiency bonus just once.

This is the general ruling for proficiency bonus in D&D 5e. In case you have doubts or issues about a specific detail then you can check out this StackExchange forum for answers. Also, read this diceanddungeons proficiency guide.

Cure Wounds in DnD 3.5E

The Cure Wounds 5e spell is a little different than the one that it was in 3.5e. The major difference is that in 5e, this spell doesn’t have any effect on the undead. When it comes to the previous version 3.5e, this spell can not heal the undead but deal a certain amount of damage to them. Since undead contains negative energy, whereas the other creatures are made of positive energy.

This spell heals the creatures with positive energy, to be more precise, it heals 1d8 damage points added with +1. This extra point increases with the level of the caster. In the case of the undead, they take 10% damage to their maximum health. This can go up to 90% when you use higher-level spell slots and works both ways for healing and damaging creatures.

There is one more thing that you should know. An undead can resist this damage by using spell resistance and can at least resist half the damage with a Will Save. The will save throws are made in D&D 3.5e to resist magic and other mental influence attacks. Except for the number of base hit points healed with a throw(1d8), every other aspect of cure wounds(CW) is different in 3.5e. Some might even argue that the spell has been nerfed in 5e as it cannot affect the undead.

Cure Wounds Vs Healing Word

This is one of the most talked-about healing spell debates. There is no doubt that both of these healing spells do a good job at healing hit points, but which one is better though? Before we answer that, let us see what is a Healing Word? Healing word heals 1d4 + the ability modifier of your spellcasting. Now on paper, this looks pretty simple. D&D healing word heals less when compared to D&D cure wounds 5e.

This is true, but that’s not the criteria to be compared. Unlike CW that requires one to touch the target to heal, healing word has a 60ft range. So this spell can be useful in all kinds of scenarios. Especially when one is in a battle and the difference between life and death of one’s allies depends on the healer to heal them. Just for this one reason, many players prefer the healing word over CW, which is acceptable.

One other factor is that the healing word is a bonus action. Meaning, you can cast this spell along with any other instantaneous spell that doesn’t require prep time(maybe a cantrip). This makes it a better option in battles(again). That doesn’t mean you cannot use it anywhere else though. I would go with the healing word even if it heals less compared to the CW spell. That’s because I would have the option to heal anyone from a distance and also use another spell at the same time.

What Is Mass Cure Wounds 5e and How Is It Better Than Cure Wounds?

If it is cure wounds that you want as your healing spell then I suggest you go with the Mass Cure Wounds 5e instead. This is the same spell as the usual one, except it is better at what it does. That is healing anyone in its 60ft range. Yes, this spell can work without touching your target and has a 60ft range. You can either do that or heal any 6 creatures within a 30ft sphere radius from your point.

This alone makes it better, but that’s not the only thing it does better though. It heals 3d8 hit points added by your spellcasting modifier. The healing amount of 3d8 increases with every spell slot increase after level 5 because this is a level 5 spell. That means you cannot access it at the beginning of the game. Hence the reason it is better than the usual CW spell.

Classes that can use this spell are not as many as the other spell and includes Bards, Clerics, Battle Smith, Druids, Circle of Wildfire, and Life Domain. You might have a different preference(I doubt though), but regardless, this is a way better opinion than CW or healing word.

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Wrapping Up

As a beginner, you can opt for cure wounds spell if you do not have access to any other spell. The only reason to recommend this spell is that it heals a decent amount of damage with the 1d8 hit points. On the other hand, other spells like the healing word have much lesser healing. So any character that requires a healing spell can add this to their spell slot, but if you do want a better option than it is Mass Cure Words that should be your choice.

Frequently Asked Questions(FAQs)

What is Ring of cure Wounds 5e?

The ring of cure wounds 5e is equipment that a character can equip to add extra charges to the spell. Meaning, you can add an extra action apart from the one that you already have. This also adds Wisdom as your spellcasting modifier.

What is the Aid 5e spell?

This should be pretty self-explanatory as what it does. Just to make it clear, using this 2nd level buff spell will grant your allies an extra 5 hit points. This added to both current and maximum hit points. The spell can be cast on any 3 allies who are in 30ft range from you.

Can you add a proficiency bonus to Cure wounds?

No, you cannot add cure wounds proficiency bonus to this spell. This applies to all classes irrespective of their skills or levels. This is because the proficiency bonus is only applicable to d20 rolls.

Which is better to CW or healing word spell?

The answer to this question completely depends on the kind of character you have and the time you want to use this spell. You cannot use the CW spell in the midst of a battle for obvious reasons. Also, it doesn’t have any range except for when the target is right next to you. All this makes anyone choose healing word over CW spell.

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