Warm light dishes across your body as the streaming of blood begins to slow and wounds gradually begin to close. 

A bright, glowing light emanating from the hands of your Cleric turns the pain in your bones to the past.

The healing magic of Dungeons and Dragons is one of the most important ways to keep your group alive.

A typical “adventure day” generally consists of 6-8 combat battles (ranging from moderate to difficult encounters, and occasionally a fatal one) this means that spell slots are scarce, and taking lengthy rests are generally out of the possible.

But what is a “good” healing spell?

The list of spells and spells that be used to heal is very limited. 

Actually, I had just enough information to get this list! 

However, I ranked these spells with these guidelines in mind:

How much do you need to be healed?

This is not just about the number of hit points you receive back however, it also includes how many targets you are able to heal. 

If two spells are able to heal you for 1d8, and one of them has six targets it’s an easy win, in the majority of cases.

How often do I need to use this spell?

Spells that use higher slots mean that you’re missing out on other spells that are bigger. 

If you’re only able to perform one spell of 8th level each day, then is the healing spell worthwhile compared to an easier spell in higher slots?

What other benefits can I receive?

Certain healing spells offer additional benefits, like treating diseases, regenerating legs, or providing some hit points for a short period of time. 

All of these aspects are important in the case of spells that only heal.

So, let’s take a dive!

12. Healing Word

Source: Player’s Handbook p.250

The first healing spell for everyone! 

Since it’s a spell of the 1st level this one won’t win any awards in the near future.

It does the job effectively.

1d4 plus Spellcasting Modifier, which adds another four d4 of healing to each spell slot after the 1st is fairly comparable to the majority of spells at this point in the game.

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It is surpassed when your character progresses to more advanced magical abilities.

11. Mass Healing Word

Source: Player’s Handbook p.258

First, of the healing spells that are available for Clerics (and exclusively Clerics), Mass Healing Word isn’t a lot of fun.

With 1d4+ Spellcasting MODIFICATION for at least six different targets.

As a 3rd-level spell, it’s quite a difficult decision to make over the other options available at this point.

10. Healing Spirit

Source: Xanathar’s Guide to Everything p. 175

An interesting addition from Xanathar, Healing Spirit, lets you create tiny spirits that cure the creatures as they go through it.

They also begin their turn in the exact spot as it does for 1d6.

It’s a flexible and sluggish spell that lasts for an entire minute if you are focused.

Since it’s a bonus move you can still perform the cantrip as a regular action

If you’re a Druid or Ranger in your group it’s a good idea to take advantage of this spell.

9. Cure Wounds

Source: Player’s Handbook p.230

Remember the time when we denigrated Healing Word?

This is why the Cure Wounds spell has the exact same power, but can double heal (1d8 instead of 1d4).

Cure Wounds’ disadvantage is that it’s the result of a Touch spell, which means that the person casting it can’t be too far from his group.

This isn’t much of a problem, though, because this ability is only available for more powerful classes like Paladins, Rangers, and Druids, who tend to be on the frontline. 

This allows you to let your bards and clerics relax and reserve their spell slots to have better alternatives.

8. Prayer of Healing

Source: Player’s Handbook p.267

Prayer of Healing among the very first “big” healing spells Clerics are able to access as a second-level spell.

It’s a great healing spell (outside of combat, that is) that can take care up to six targets at 2d8 and your modifier.

This spell is nothing to sniff at.

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As you play spell slots that are above the 2nd level, you gain the additional benefit of d8, which lets the spells to expand pretty easily into higher levels.

One of the major drawbacks for it’s lengthy casting time.

After 10 minutes, it’s impossible to use for combat.

7. Aura of Vitality

The source: Player’s Handbook p. 221

This tiny book offers two of the main requirements to make a successful healing spell: range and dice.

Any target that is within 30 yards can be given an additional 2d6 healing as a bonus action.

That’s a lot because this is a one-time use spell for Paladins.

It is possible that you will need to keep your focus for the duration of the spell (which let’s face it should be fairly easy to do as you become a Paladin). 

But the power and flexibility the spell offers are amazing.

6. Heroes’ Feast

Source: Player’s Handbook p. 251

Another bizarre magical spell that technically heals, Hero’s Feast lets you create a delicious mukbang of food for your event which takes about an hour for the entire duration (twelve people which means that your DM will probably cry at the end of every session).

When the hour ends the participants will gain 2d10 hit points temporarily as well as heal the equal amount.

Hero’s Feast isn’t a spell you’ll ever cast during combat (it takes just ten minutes to cast the spell and the feast that lasts for an hour).

It’s also a great incentive for your team prior to an epic fight.

5. Vampiric Touch

Source: Player’s Handbook p.285

The science behind it is that a life-sucking spell can help you. 

Therefore, this spell appears on the list of technicalities!

If you hit this, you’ll take 3d6 of damage as well as heal at half the amount. 

You can repeat the same move for up to a minute if you maintain focus at melee distance.

The main drawback of this time is its range of effects, in actuality.

This spell is only accessible to wizards or warlocks.

Both of these squishy classes will need to get the most out of the effort to get in close proximity to their foes.

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4. Power Word Heal

Source: Player’s Handbook p. 266

The greatest healing spell D&D can offer Power Word Heal and can restore a victim up to their maximum hit points.

In addition, it eliminates frightened, charmed or paralyzed situations from the target, too.

But the ability is only accessible to Bards who can cast spells of 9th level. 

It’s therefore quite rare that this spell is employed for any kind of campaign.

3. Heal

Source: Player’s Handbook p. 250

Sweet, short, and right on the mark.

One target can recover 70 hit points, with no roll required, just the spell slot of 6th level is used to cast it.

In addition, it stops blindness, deafness as well as any other ailments that could affect the person being treated.

It’s difficult to dispute the results of these.

2. Mass Cure Wounds

Source: Player’s Handbook p. 258

A midfield option to heal your group, Mass Cure Wounds offers effective healing (3d8plus Spellcasting Modifier) with at least six targeted targets without casting time!

It’s an excellent option to use for Bards, Clerics, and Druids who can perform 5th level spells.

There is no casting time, expensive components, a broad range of effects and a moderate heal makes it one of the top healing spells on the market.

1. Regenerate

Source: Player’s Handbook p.271

According to me, the most potent healing spell within 5th Edition has to be this one.

Regenerate isn’t only a way to heal for 4d8+15, the target regenerates or reattaches any limbs that were cut off (not including heads; as that’s an entirely different type of spell).

In addition to the massive front-facing heal the target is also able to heal 10 hit points per minute throughout the duration of an hour and 60 points of healing in addition to the initial roll.

Clerics, Bards, and Druids can use this spell at the Seventh level So, almost every party should be able to use it by the time they arrive.