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.
Best Classes for a Healer
Legendary: build around it
Epic: excellent
Rare: good
Uncommon: works
Common: weak fit
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 DyingNecromancy cantripCastingActionRange15 feetDurationInstantaneousChoose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
Spare the Dying
Spare 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

GuidanceDivination 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.
Guidance
GuidanceDivination 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 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.
Sacred Flame
Sacred 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 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.
Healing Word
Healing 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

Bless1st-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.
Bless
Bless1st-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 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.
Mass Healing Word
Mass 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

Revivify3rd-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.
Revivify
Revivify3rd-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 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.
Spirit Guardians
Spirit 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 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.
Beacon of Hope
Beacon 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 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.
Prayer of Healing
Prayer 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

Aid2nd-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.
Aid
Aid2nd-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 Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Cure Wounds
Cure 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 Restoration2nd-level AbjurationCastingBonus ActionRangeTouchDurationInstantaneousYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Lesser Restoration
Lesser 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 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...
Greater Restoration
Greater 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
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 Word
Healing 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 Life
Disciple 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
Bless
Bless1st-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 Life
Preserve 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.
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 Words
Cutting 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
Revivify
Revivify3rd-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
Bless
Bless1st-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.
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
Goodberry
Goodberry1st-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 Aid
Land'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
Shield
Shield1st-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.
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.
Keep everyone standing tonight
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This guide includes material from the System Reference Document 5.2
by Wizards of the Coast LLC, licensed under the
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