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 Time | 1 action |
|---|---|
| Range | 60 feet |
| Components | V, S |
| Duration | Instantaneous |
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
- Heal — D&D 5e Wikidot — Full SRD text
- Heal — Roll20 Compendium — Structured reference
- Heal — D&D Beyond — Official digital reference