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D&D Build GuideHow to Build a Healer

The one who keeps everyone standing: the classes, species and spells that make a healer work, why Healing Word beats big heals, and three builds ready to play.

2024 RULES

What Makes a Good Healer

A good healer does not spend every turn healing. In D&D, monsters deal damage faster than spells restore it, so topping someone up from half health mostly wastes your turn. The healers who keep parties alive do three things:

  • Pick people up off the floor. A character at 0 Hit Points who regains even 1 Hit Point is conscious and back in the fight.
  • Prevent damage with buffs, control and a tank who stands in the right place.
  • Heal big between fights, when a slot spent on healing is never wasted.

This guide uses the 2024 rules. Ability score increases come from your background, so any species can play any healer.

Thrain's take

The best healer I ever ran for spent most of the fight blessing people and blasting things, then dropped a Healing Word the moment someone fell. Nobody died. The worst one healed the fighter from 30 to 38 every turn and lost him anyway.

Why Healing Word Beats Big Heals

Healing WordHealing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. heals less than Cure WoundsCure Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.: 2d4 plus your modifier against 2d8 plus your modifier. It is still the better spell in a fight, for three reasons:

  • It is a Bonus Action. Your action is still free for a cantrip, a Dodge or an attack. Under the 2024 rules you can only spend one spell slot per turn, so pair it with a cantrip such as Sacred FlameSacred FlameEvocation cantripCastingActionRange60 feetDurationInstantaneousSaveDexterityDamage1d8 RadiantFlame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. or Starry WispStarry WispEvocation cantripCastingActionRange60 feetDurationInstantaneousDamage1d8 RadiantYou launch a mote of light at one creature or object within range. Make a ranged spell attack against the target..
  • It has range. Cure Wounds needs a touch. Healing Word reaches an ally across the room without you walking into the ogre's reach.
  • The amount barely matters. An ally at 0 who gets 5 Hit Points and an ally who gets 13 both stand up and take their full turn. The extra 8 rarely survives the next hit anyway.

Save the big heals for when they count: Prayer of HealingPrayer of Healing2nd-level AbjurationCastingMinuteRange30 feetDurationInstantaneousDamage2d8Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest. and Cure WoundsCure Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. after the fight, Mass Healing WordMass Healing Word3rd-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. when half the party is down at once.

Best Classes for a Healer

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Cleric
Nearly every healing spell in the game, plus BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. and Spirit GuardiansSpirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantProtective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it.. The Life Domain's Disciple of LifeDisciple of LifeLevel 3 featureWhen a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level. adds bonus healing to every slot, and Preserve LifePreserve LifeLevel 3 featureAs a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. spreads healing across wounded allies without a slot.
Legendary
Bard
Healing WordHealing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. at level 1 and Mass Healing WordMass Healing Word3rd-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. on the bard list. A College of Lore bard picks up RevivifyRevivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts. through Magical DiscoveriesMagical DiscoveriesLevel 6 featureYou learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). at level 6.
Epic
Druid
Healing Word, GoodberryGoodberry1st-level ConjurationCastingActionRangeSelfDuration24 hoursTen berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. and RevivifyRevivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.. The Circle of the Land's Land's AidLand's AidLevel 3 featureAs a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. hurts enemies and heals an ally in one action.
Epic
Paladin
Lay On HandsLay On HandsLevel 1 featureYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. is a Bonus Action pool of healing that refills every Long Rest, on a character who can also hold the front line. No Healing Word, though.
Rare
Warlock
The Celestial Patron (Player's Handbook) brings a Bonus Action healing pool, which turns a blaster into a decent backup healer.
Uncommon
Ranger
Cure WoundsCure Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. and GoodberryGoodberry1st-level ConjurationCastingActionRangeSelfDuration24 hoursTen berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day., but no Healing Word. A backup healer at best.
Uncommon

Best Species for a Healer

Human
Versatile gives a second Origin feat. Take Healer (Player's Handbook) to stretch a Healer's Kit and reroll 1s on healing dice, or AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. to act before anyone drops.
Legendary
Halfling
Luck rerolls a 1 on a Concentration save or a death save, and Brave keeps fear from stopping you reaching the fallen.
Epic
Dwarf
Dwarven Toughness adds a Hit Point every level. A healer who stays up is a healer who keeps healing.
Epic
Gnome
Gnomish Cunning gives Advantage on Intelligence, Wisdom and Charisma saves, so you are rarely the one charmed or held when the party needs you.
Rare
Elf
Fey Ancestry against charms and proficiency in Insight, Perception or Survival. Wood Elf speed helps you reach whoever fell.
Rare

The Aasimar from the Player's Handbook is also a strong pick, with a once-per-day Healing Hands and Resistance to Necrotic and Radiant damage.

Best Healer Spells

Cantrips

Spare the DyingSpare the DyingNecromancy cantripCastingActionRange15 feetDurationInstantaneousChoose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. Stabilises a dying ally without a slot
GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. +1d4 to a skill check
Sacred FlameSacred FlameEvocation cantripCastingActionRange60 feetDurationInstantaneousSaveDexterityDamage1d8 RadiantFlame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Your action while Healing Word is your Bonus Action

In the Fight

Healing WordHealing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Bonus Action, at range, picks people up
BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Prevents more damage than most heals restore
Mass Healing WordMass Healing Word3rd-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Up to six allies back on their feet
RevivifyRevivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts. Undo a death within the minute
Spirit GuardiansSpirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantProtective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Damage and slow everything near you
Beacon of HopeBeacon of Hope3rd-level AbjurationConcentrationCastingActionRange30 feetDuration1 minuteSaveWisdomChoose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing. Every heal rolls maximum

Between Fights

Prayer of HealingPrayer of Healing2nd-level AbjurationCastingMinuteRange30 feetDurationInstantaneousDamage2d8Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest. A Short Rest and healing for five
AidAid2nd-level AbjurationCastingActionRange30 feetDuration8 hoursChoose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. More Hit Points for three, all day
Cure WoundsCure Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Bigger heal, best out of combat
Lesser RestorationLesser Restoration2nd-level AbjurationCastingBonus ActionRangeTouchDurationInstantaneousYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned. Ends Blinded, Deafened, Paralyzed or Poisoned
Greater RestorationGreater Restoration5th-level AbjurationCastingActionRangeTouchDurationInstantaneousYou touch a creature and magically remove one of the following effects from it: - 1 Exhaustion level - The Charmed or Petrified condition - A curse, including the target's Attunement to a cursed magic item - Any reduction to one of the target's ability scores - Any reduction... Curses, charms and Exhaustion

Three Healer Builds

Dwarf cleric
Life ClericThe Field Medic
Species
Dwarf
Class
Cleric (Life Domain, Protector)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
13STR
10DEX
14CON
8INT
17WIS
13CHA

Chain mail and a shield from the Protector order, Healing WordHealing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. boosted by Disciple of LifeDisciple of LifeLevel 3 featureWhen a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level., and BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. on the front line. Preserve LifePreserve LifeLevel 3 featureAs a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. at level 3 rescues a fight that is going badly.

Build the Field Medic
Free to start. No card needed.
Halfling bard
SupportThe Hymn
Species
Halfling
Class
Bard (College of Lore)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
8STR
14DEX
13CON
10INT
13WIS
17CHA

Healing Word and Bardic Inspiration from level 1, Cutting WordsCutting WordsLevel 3 featureYou learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. to make a monster miss, and RevivifyRevivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts. through Magical Discoveries at 6. Magic Initiate (Cleric) adds BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save..

Build the Hymn
Free to start. No card needed.
Elf druid
DruidThe Green Warden
Species
Elf (Wood Elf)
Class
Druid (Circle of the Land)
Background
Sage (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
8STR
13DEX
15CON
10INT
17WIS
12CHA

GoodberryGoodberry1st-level ConjurationCastingActionRangeSelfDuration24 hoursTen berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. before the fight, Healing Word during it, and Land's AidLand's AidLevel 3 featureAs a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. to heal and hurt at once. Magic Initiate (Wizard) adds ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. for the turns the monsters come for you.

Build the Green Warden
Free to start. No card needed.

Playing a Healer at the Table

  • Let people drop, then pick them up. It feels wrong, but a Healing WordHealing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. on an ally at 0 is worth more than three heals on an ally at half health.
  • Do something with your action. Bless, blast or control. A healer who only heals is a healer the party is waiting on.
  • Stay alive. You are the one the party cannot lose. Stand behind the tank, keep Concentration spells safe, and do not walk into melee to cast Cure Wounds.
  • Heal after the fight. Short Rests, Prayer of HealingPrayer of Healing2nd-level AbjurationCastingMinuteRange30 feetDurationInstantaneousDamage2d8Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest. and spare slots at the end of the day are where your big heals belong.
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FAQ

What is the best healer class in D&D 2024?

Cleric, especially the Life Domain, which adds bonus healing to every spell slot and can heal several wounded allies at once with Channel Divinity. Bard and druid are close behind, both with Healing Word and Revivify available.

Is Healing Word better than Cure Wounds?

In combat, yes. Healing Word is a Bonus Action with range, so you can pick up a fallen ally and still use your action. Cure Wounds heals more but needs your action and a touch, so it is better after the fight.

What is the best species for a healer?

Human, for a second Origin feat such as Healer. Halfling and Dwarf are close behind for Luck and extra Hit Points. In the 2024 rules any species works, since your background sets your ability scores.

Do you need a healer in D&D?

Not a dedicated one, but someone in the party should have Healing Word. A bard, druid or cleric who blasts and buffs most turns and picks people up when they drop is all most parties need.

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This guide includes material from the System Reference Document 5.2 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.