Heal

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 a Glance

Level
6th
School
Evocation
Casting Time
1 action
Range
60 feet
Duration
Instantaneous
Concentration
No

How Heal Works

Casting Time1 action
Range60 feet
ComponentsV, S
DurationInstantaneous

Available to:

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.

Common Mistakes

Common Mistake
Forgetting it removes blindness, deafness, and diseases in addition to healing
Common Mistake
Not using it on downed allies - 70 HP is usually more than their max
Common Mistake
Thinking it requires touch - it has 60-foot range
Common Mistake
Not considering the additional condition removal when choosing targets

DM Tips

DM Tip
One of the best pure healing spells in the game
DM Tip
The flat 70 HP means it's reliable and doesn't require rolling
DM Tip
Condition removal is a significant bonus
DM Tip
Great for emergency healing when an ally is in critical danger

Frequently Asked Questions

Sources & Further Reading