Level 5 Evocation spell available to Bards, Clerics, and Druids. 3d8 plus your spellcasting modifier to up to six allies at once, at 18m range. It is the first proper group heal, and on a character stacked with heal-trigger gear it becomes a group buff as well.
Spell description: Unleash a soothing hum of energy that heals you and nearby allies. No effect on Undead and Constructs.
Spell properties
- Damage: 3d8 + Spellcasting modifier Healing
- Damage type: Healing
- Range: 18m (60ft)
- Conditions applied: Heals up to 6 allies. No effect on Undead or Constructs.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Heals an extra 1d8 Hit Points for each spell slot level above the 5th.
How to obtain Mass Cure Wounds
- Bard, Cleric, Druid at Class level 9
- Life Domain Clerics (Domain spell) and Circle of the Land Druids (Forest) at Class level 9
MASS CURE WOUNDS
Level 5 Evocation SpellUnleash a soothing hum of energy that heals you and nearby allies. No effect on Undead and Constructs.
When to cast Mass Cure Wounds
Cast it when three or more party members are hurt at once, which usually means right after an enemy area spell or a bad round against a boss. Healing six people for 3d8 plus modifier each is far more total healing than any single-target spell.
It is an Action and it is a Level 5 slot, so it is not something you cast every turn. The rule is the same as always: healing is worse than killing the thing doing the damage, unless someone is about to go down.
The real trick is the heal-trigger items. Hellrider’s Pride, The Whispering Promise, and Boots of Aid and Comfort all fire on every target healed, so one Mass Cure Wounds can give the whole party Blade Ward, Bless, and temporary Hit Points at once.
No effect on undead or constructs, and summons count as allies. Upcasting adds 1d8 per level to everyone, which is a decent rate when you have a Level 6 slot to spare.










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