Cure wounds is a fundamental spell in Dungeons & Dragons 5th Edition (5e), essential for keeping party members alive and well. This versatile healing incantation can restore lost hit points, stabilize dying characters, and even neutralize certain ailments. Understanding its mechanics, uses, and limitations is crucial for both players and dungeon masters alike.
Cure wounds is a 1st-level evocation spell that requires verbal and somatic components. It has a casting time of 1 action, a range of touch, and a duration of instantaneous.
To cast cure wounds, a spellcaster must touch the injured target, expending a spell slot of 1st level or higher. The spellcaster heals the target for 1d8 + their spellcasting ability modifier hit points.
The spellcasting ability modifier for cure wounds is determined by the spellcaster's class:
The amount of healing done by cure wounds varies depending on the spellcaster's level and spell slot used. The following table summarizes the healing amounts:
Spell Slot | Healing Amount |
---|---|
1st | 1d8 + spellcasting modifier |
2nd | 2d8 + spellcasting modifier |
3rd | 3d8 + spellcasting modifier |
4th | 4d8 + spellcasting modifier |
5th | 5d8 + spellcasting modifier |
If the target's hit points exceed their maximum after casting cure wounds, the excess healing is lost.
If a creature is dying, reducing their hit points to 0 or below, casting cure wounds can stabilize them. This prevents the creature from making death saving throws until they receive further healing or take additional damage.
Cure wounds is a versatile spell with numerous applications in 5e.
Despite its usefulness, cure wounds has several limitations:
To use cure wounds effectively, consider the following strategies:
Avoid these common mistakes when using cure wounds:
Pros of Cure Wounds:
Cons of Cure Wounds:
Cure wounds is an essential spell for healers in Dungeons & Dragons 5th Edition. Its versatility, healing potential, and ability to stabilize dying characters make it a cornerstone of any adventuring party. By understanding its mechanics, limitations, and effective uses, players and dungeon masters can maximize the benefits of this powerful healing incantation.
Spell Level | Healing Amount (d8) |
---|---|
1 | 1 |
2 | 2 |
3 | 3 |
4 | 4 |
5 | 5 |
Spellcasting Modifier | Bonus Healing per d8 |
---|---|
+0 | +0 |
+1 | +1 |
+2 | +2 |
+3 | +3 |
+4 | +4 |
+5 | +5 |
Condition | Description |
---|---|
Poisoned | Creature takes poison damage each turn. |
Blinded | Creature has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. |
Deafened | Creature has disadvantage on ability checks that rely on hearing. |
Paralyzed | Creature cannot move or take actions. |
Stunned | Creature has disadvantage on attack rolls and saving throws. |
Unconscious | Creature is asleep or has 0 hit points. |
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