mass cure wounds 5e guide

Mass Cure Wounds 5e Guide

If you have seen Goblin Slayer, you probably know how important a healer is in a party. In episode one, the start of the series, a group of adventurers team up with a priestess who they can rely on for healing. However, as they entered the cave full of goblins, they quickly got outnumbered and faced a total wipeout. While it was not entirely the healer’s fault, quickly healing a lot of people would have saved them.

This sentiment is also true in a D&D party; having a designated healer you can rely on takes away the worry and lets you focus on the battle. Playing the supporting role may not be fun and exciting for many people, but they are vital nonetheless. If your friends have designated you as the healer, one spell I would advise you to learn is Mass Cure Wounds, a level five evocation spell.

It can recover a huge amount of health for a lot of people quickly. It sounds awesome, but it has its flaws. For one, being a level five spell means it is not readily accessible since lower-level players do not have the appropriate spell slots for it. There are many things to consider in picking the Mass Cure Wounds spell to be a part of your magical arsenal, and this Mass Cure Wounds 5e guide will help you find out if it is for you or not.

Bottom Line Up Front: What is Mass Cure Wounds in D&D 5e?

Mass Cure Wounds is a level five evocation spell you can find in the Player’s Handbook on page 258. This spell is an evocation spell similar to Moonbeam and Gust of Wind because you manipulate healing energy to go toward your targets. Below are the crucial details of the Mass Cure Wounds spell in D&D 5e.

  • Mass Cure Wounds
  • Level five evocation
  • Casting Time: one action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

How to use Mass Cure Wounds in D&D 5e

Before you can heal your friends using the Mass Cure Wounds spell, you need to meet the spell’s requirements first. I discussed in my previous guides the common requirements that spells have; thus, I recommend that you read my guide on the Lesser Restoration spell in D&D 5e since they share several similar necessities, although with a few outliers.

Both spells have a casting time of one action and require verbal and somatic components. Furthermore, both their effects are instantaneous. However, Lesser Restoration is a level two spell while Mass Cure Wounds is a level five spell; the former requires at least an available level one spell slot while the latter requires at least an available level five spell slot.

The range for both spells is different; Lesser Restoration requires you to touch your target. Meanwhile, Mass Cure Wounds has a range of 60 ft., which means that you can choose a point within 60 ft. of you for the spell’s effects to work.

You can cast the Mass Cure Wound spell if you meet all of its requirements. Follow the following steps when you do cast it:

  1. Choose a point within 60 ft. of you. It will serve as the central point for the 30-foot-radius sphere where you can heal your targets.
  2. Choose six creatures within the 30-foot-radius sphere. These six creatures will receive the healing effects of this spell.

After choosing an area, the spell’s effects will activate. Read the next section to learn how the Mass Cure Wounds spell works.

How does Mass Cure Wounds work in D&D 5e?

A 30-foot-radius sphere emerges from your chosen point, and you choose six people within it. The following effects immediately occur:

  • Each chosen target recovers HP equal to 3d8 + your spellcasting ability modifier. The spellcasting ability modifier is dependent on your class. To know what yours is, go to the “Who can cast Mass Cure Wounds in D&D 5e?” section.
  • The spell does not heal undead or constructs. Nothing happens to them if you target them, so do not do it.
  • If you use a spell slot higher than level five, add 1d8 of healing for every level after. For example, you use a level seven spell slot to cast Mass Cure Wounds. Level seven is two levels away from level five. Therefore, you add 2d8 to your regular 3d8 + your spellcasting ability modifier healing, making it 5d8 instead.

The healing process instantly starts after you cast it. It is a great spell to use in dire situations, especially when you or your teammates are low on health. Although the effects of this spell are straightforward, some players get confused about its specifics. You do not need to worry if you are such a person because, as usual, I will be giving a demonstration of how the spell works in the next section.

Example scenario for using Mass Cure Wounds in D&D 5e

Welcome to Arthur’s Lab, where we follow Michael Jackson’s advice of “healing the world” using the Mass Cure Wounds spell. However, this time, we will use it on the bandits that usually participate in our experiments instead. They have been through so much that we think they deserve to heal up. By recovering their health, they can participate in more experiments in the future!

Marshal cannot cast this spell, so we have Shorty the Halfling Bard to do the honours. She also has the appropriate spell slots with her to cast. Since Shorty is a Bard, her spellcasting ability is Charisma, and its modifier is +2. We will also move to a private island since the lab is too small to showcase the spell’s entire area of effect. Below are numerous scenarios for using the Mass Cure Wounds spell.

First scenario: casting Mass Cure Wounds using a level five spell slot

On the large island are six bandits with varying yet low HP. Meanwhile, Shorty is on a much smaller island and casts the Mass Cure Wounds spell using a level five spell slot. She chooses a point within range, i.e., 60 ft. of her, as shown below.

Map
“Photo by” Arthur Monteclar

After she chooses a point, a huge 30-foot-radius sphere emerges from it. Below is a visual representation of the spell’s area of effect.

HP
“Photo by” Arthur Monteclar

As you can see, all six bandits are within the spell’s area of effect. So, Shorty selects all of them and rolls 3d8, i.e., three eight-sided dice. She gets a four, two, and five, which equates to 11.

We also add Shorty’s spellcasting ability modifier, i.e., her Charisma modifier, which is +2; thus, everyone receives 13 HP. The recovered HP from this spell does not go above their maximum HP. For example, the bandits with 21 and 24 HP get healed up to 30 HP since it is their maximum HP.

Maximum HP
“Photo by” Arthur Monteclar

Second scenario: casting Mass Cure Wounds using a level six spell slot

This scenario has the same setting as the previous one, i.e., six bandits with low HP on the large island while Shorty is on the small island. However, this time, she will cast it using a level six spell slot. She chooses the same spot as the previous scenario, as shown below.

30 ft sq
“Photo by” Arthur Monteclar

According to the spell’s rules, the amount of HP to heal increases by 1d8 per level if you cast it with a spell slot higher than level five. Since Shorty cast the spell using a level six spell slot, the amount of HP to heal increases by 1d8.

Thus, the total amount is 4d8 + her Charisma modifier (+2). She rolls for it and gets four, eight, two, and one, which equals 15. After we add her Charisma modifier of +2, the targets recover 17 HP.

Charisma Modifier
“Photo by” Arthur Monteclar

Third scenario: targeting undead and constructs with Mass Cure Wounds

In this scenario, we replace the bandits with some undead and constructs with low HP. Shorty is still on the small island, and she uses a level five spell slot to cast the Mass Cure Wounds spell.

Mass Cure
“Photo by” Arthur Monteclar

All of them are inside the Mass Cure Wounds’ area of effect. Shorty targets them, but since they are undead and constructs, they do not recover any health.

Fourth scenario: having less than six targets with Mass Cure Wounds

In this scenario, there are four bandits on the large island instead. Shorty, still on the small island, casts it in the same position as the previous scenarios. Since there are only four targets inside the sphere, she heals only four bandits. The amount of HP recovered is still the same, though, regardless of how many targets this spell has.

Fifth scenario: casting Mass Cure Wounds through a wall

One of the many questions that spellcasters with this spell ask is: does the Mass Cure Wounds spell go through a wall? No, it does not because you cannot choose a point, and you cannot target creatures through the wall. For example, we enclose Shorty in a tall stone wall while she is on a small island. If she casts the spell, she cannot choose the point on the large island because the wall blocks her.

Blocked
“Photo by” Arthur Monteclar

According to the Player’s Handbook on page 204, if there is an obstruction, like a wall, blocking the chosen point of spells that have an area of effect, the point goes to the “near side of the obstruction.” Thus, instead of the spell’s area of effect activating on the large island, it will show up as shown below:

Obstruction
“Photo by” Arthur Monteclar

Furthermore, even though the bandits with 21 and 9 HP are inside the spell’s area of effect, Shorty cannot target them because of the wall. However, spells with an area of effect that do not require the spellcaster to choose targets will still take into effect within its region. Sadly, it is not the case for Mass Cure Wounds.

Who can cast Mass Cure Wounds in D&D 5e?

Three classes (Bard, Cleric, Druid) and four subclasses (Battle Smith Artificer, Divine Soul Sorcerer, Life Cleric, and Wildfire Druid) have access to the Mass Cure Wounds spell.

Classes that can cast Mass Cure Wounds in D&D 5e

Bards, Clerics, and Druids can heal a lot of people through the Mass Cure Wounds spell. Since it is a level five spell, you would need a spell slot with at least an equivalent level. All three classes get a level five spell slot as early as level nine.

Below are the class sources for each class that can cast Mass Cure Wounds in D&D 5e, along with their spellcasting ability.

Classes that can cast Mass Cure Wounds

Class Source

Spellcasting Ability

Bard Player’s Handbook, page 51 Charisma
Cleric Player’s Handbook, page 56 Wisdom
Druid Player’s Handbook, page 64 Wisdom

Subclasses that can cast Mass Cure Wounds in D&D 5e

Four subclasses can get the Mass Cure Wounds spell; below are the important details for each subclass.

Subclasses that can cast Mass Cure Wounds

Originating Class Subclass Feature for Mass Cure Wounds Subclass Source Class Source

Spellcasting Ability

Battle Smith Artificer Battle Smith Spells Tasha’s Cauldron of Everything, page 18 Tasha’s Cauldron of Everything, page 9 Intelligence
Divine Soul Sorcerer Divine Magic Xanathar’s Guide to Everything, page 50 Player’s Handbook, page 99 Charisma
Life Domain Cleric Life Domain Spells Player’s Handbook, page 60 Player’s Handbook, page 56 Wisdom
Circle of Wildfire Druid Circle Spells Tasha’s Cauldron of Everything, page 39 Player’s Handbook, page 64 Wisdom

Battle Smith Artificers have the Mass Cure Wounds spell always prepared thanks to their Battle Smith Spells subclass feature. It grants them a number of spells that they always have prepared depending on their Artificer level. Furthermore, these spells are not part of their prepared spells count. At level 17, they have the Mass Cure Wounds spell always prepared.

Divine Soul Sorcerers have access to the Mass Cure Wounds spell because of their Divine Magic subclass feature. It grants them the ability to choose a spell from the Cleric spell list instead of the Sorcerer spell list upon leveling up. This ability also applies to replacing an existing spell while leveling up. Since Mass Cure Wounds is also a Cleric spell, they can get it as early as level nine.

Much like the Battle Smith Artificers, Clerics in the Life Domain and Druids connected to the Circle of Wildfire can have the Mass Cure Wounds spell always prepared due to the Life Domain Spells, and Circle Spells subclass features, respectively.

They let these subclasses have a number of spells that are always prepared, and Mass Cure Wounds is one of them. Both subclasses gain this spell when they reach level nine, which is more forgiving than the Battle Smith Artificer’s level 17.

If you allow Unearthed Arcana content in your campaign, you can also use the Favored Soul Sorcerer and Solidarity Cleric because they have access to the Mass Cure Wounds spell too.

Creative and useful ways to use Mass Cure Wounds in D&D 5e

Sadly, I cannot think of any creative and useful ways to use Mass Cure Wounds in D&D 5e because the spell is incredibly straightforward. The spell only heals your targets and does nothing else.

It does not deal any kind of damage to anyone too. It is purely a healing spell; because of the lack of other applications for this spell, I will instead discuss how Mass Cure Wounds would be perfect for a Life Cleric.

Mass Cure Wounds + Disciple of Life

Disciple of Life is a subclass feature Clerics in the Life Domain get at level one. It lets the Cleric’s healing spells become more efficient; when you heal someone using a level one spell or higher, the target recovers additional HP equal to 2 + the spell’s level. Casting the Mass Cure Wounds spell combined with this subclass feature can lead to some chunky healing power.

If you cast Mass Cure Wounds as a Life Cleric, each of your targets recovers HP equivalent to 3d8 + your Wisdom modifier + 2 + 5 (the spell’s level). Even if your Wisdom modifier is equivalent to zero and you are an incredibly unlucky player, your targets can recover at least 10 HP. Also, do not forget that every one of your targets gets this healing amount.

Furthermore, if you cast Mass Cure Wounds using a higher-level spell slot, the healing amount increases depending on the level. For example, if you cast Mass Cure Wounds using a level seven spell slot, you add seven instead of five. It may sound small, but a little bit of HP can define the difference between life and death.

Mass Cure Wounds + Blessed Healer

Blessed Healer is a subclass feature Clerics in the Life Domain get at level six. It lets Clerics heal themselves every time they cast a healing spell; when you heal someone other than you using a level one spell or higher, you recover HP equal to 2 + the spell’s level. Thus, if everyone (including you) is low on health, you can cast Mass Cure Wounds to heal your allies and heal yourself.

A common misconception that players make is that casting Mass Cure Wounds to heal six targets will heal you six times. However, it is completely wrong and too overpowered for the Life Cleric. You only heal one time when you cast Mass Cure Wounds because the effect only activates upon casting a spell, not every time you heal someone else.

Furthermore, if you include yourself as a target in your Mass Cure Wounds spell, you will not recover additional HP with this subclass feature. You only recover HP based on the spell since this subclass feature does not activate if you heal yourself.

Mass Cure Wounds + Supreme Healing

supreme healer cleric

Supreme Healing is a subclass feature Clerics in the Life Domain get at level 17. It maximizes the healing capabilities of the Cleric; when you heal someone with a spell, you use the highest roll possible instead of rolling for it. For example, casting a spell that recovers 3d8 HP will instead recover 24 HP, the highest possible total of 3d8. Indeed, you ensure your targets to recover at least 24 HP with Mass Cure Wounds.

Therefore, Mass Cure Wounds’ healing power would turn to 24 + your Wisdom modifier + 2 + 5 (the spell’s level). With this subclass feature, the only detriment would be if your Wisdom modifier is negative. Mass Cure Wounds heavily benefits from this subclass feature because you can make a lot of your allies recover a lot of HP by using a level five spell.

Mass Cure Wounds vs other spells

Mass Cure Wounds is not the only healing spell in the game; other healing spells also target a lot of people, though their methods of healing are different. If you are confused about picking which healing spell is the best for you and your team, this guide will help you in picking the right one. Note that in the comparison tables below, the bold text symbolizes the better of the two between the particular aspect.

Mass Cure Wounds vs Prayer of Healing

 

Mass Cure Wounds

Prayer of Healing

Level Five Two
Casting Time One action 10 minutes
Component Verbal, Somatic Verbal
Duration Instantaneous Instantaneous
Range 60 ft. 30 ft.
Classes, Subclasses, Backgrounds, or Races that can cast it Bard, Cleric, Druid;

 

Battle Smith Artificer, Divine Soul Sorcerer, Life Cleric, Wildfire Druid

Cleric;

 

Divine Soul Sorcerer;

Halfling (Mark of Healing)

No. of Targets Six creatures Six creatures
Requires Sight? No Yes
Effect Heals 3d8 + your spellcasting ability modifier;

 

Does not affect undead or constructs

Heals 2d8 + your spellcasting ability modifier;

 

Does not affect undead or constructs

Effect using the higher-level spell slot Heals 3d8 + your spellcasting ability modifier;

 

Does not affect undead or constructs

Heals 5d8 + your spellcasting ability modifier;

 

Does not affect undead or constructs

Mass Cure Wounds has similar properties to Prayer of Healing, mainly due to the amount of HP recovered. Prayer of Healing lets the caster choose six creatures they can see within 30 ft. of them to make them recover 2d8 + the caster’s spellcasting ability modifier. Both spells have no effect on the undead or constructs. In terms of healing power, I think that Mass Cure Wounds is the better spell.

3d8 compared to 2d8 is a massive difference despite how it looks. Plus, a big weakness of Prayer of Healing is that you need to see your targets to heal them. If you are in the dark or in a fog, the Prayer of Healing becomes useless. Furthermore, a range of 30 ft. is short compared to Mass Cure Wounds’ 60 ft. You need to be close to your targets; otherwise, you cannot heal them.

Mass Cure Wounds is also accessible to more classes and subclasses since Prayer of Healing is only accessible to Clerics, Divine Soul Sorcerers, and Halflings with the Mark of Healing. However, the biggest issue that Prayer of Healing has is its casting time; 10 minutes to heal your allies is not applicable in battle.

We can make the comparison more even since we can cast Prayer of Healing using a level five spell slot to make it more efficient. However, the increase to 5d8 with the Prayer of Healing is still not good due to the various drawbacks of the spell. It is only applicable after or before a battle, not during. So, I think the Mass Cure Wounds spell wins this comparison.

Mass Cure Wounds vs Mass Healing Word

 

Mass Cure Wounds

Mass Healing Word

Level Five Three
Casting Time One action One bonus action
Component Verbal, Somatic Verbal
Duration Instantaneous Instantaneous
Range 60 ft. 60 ft.
Classes, Subclasses, Backgrounds, or Races that can cast it Bard, Cleric, Druid;

 

Battle Smith Artificer, Divine Soul Sorcerer, Life Cleric, Wildfire Druid

Cleric;

 

Alchemist Artificer, Divine Soul Sorcerer, Order Cleric;

Halfling (Mark of Healing)

No. of Targets Six creatures Six creatures
Requires Sight? No Yes
Effect Heals 3d8 + your spellcasting ability modifier;

 

Does not affect undead or constructs

Heals 1d4 + your spellcasting ability modifier;

 

Does not affect undead or constructs

Effect using the higher-level spell slot Heals 3d8 + your spellcasting ability modifier;

 

Does not affect undead or constructs

Heals 3d4 + your spellcasting ability modifier;

 

Does not affect undead or constructs

Mass Cure Wounds and Mass Healing Word are incredibly similar; both have a range of 60 ft. and can heal six targets. However, the latter recovers less HP than the former. Mass Healing Word’s capabilities (3d4), even when using a level five spell slot, are only half of Mass Cure Wounds’ capabilities (3d8).

The maximum HP your targets can recover from Mass Healing Word is 12 (regardless of spellcasting ability modifier). Meanwhile, Mass Cure Wounds is double that amount. Furthermore, Mass Healing Word has the same weakness as the Prayer of Healing; you need to see your targets to heal them. Plus, it is less accessible than its competitor. So, is Mass Cure Wounds the better spell between the two?

Surprisingly, I don’t think so, mainly due to one advantage that Mass Healing Word has; its casting time is one bonus action. In combat, what each member can do during their turn is essential. Focusing on defeating the enemy requires everyone’s contribution. Using your turn to heal your allies is good, but it is better if you can help in attacking the enemy while you heal.

Mass Healing Word lets you do it. You can attack the enemy and heal your allies at the same time. Therefore, I give the crown to Mass Healing Word.

Frequently Asked Questions

Question: Can I heal myself using Mass Cure Wounds in D&D 5e?

Answer: Yes, you can target yourself for healing using Mass Cure Wounds in D&D 5e. The spell does not say that you cannot target yourself; therefore, it’s allowed. However, if you are a Cleric in the Life Domain, you don’t heal yourself via the Blessed Healer subclass feature when you cast Mass Cure Wounds to target yourself. You will only receive the spell’s healing effects.

Question: Can a Bard cast Mass Cure Wounds in D&D 5e?

Answer: Yes, Bards can cast Mass Cure Wounds in D&D 5e as long as they know it. Bards can know it starting at level nine since it is the level that they get a level five spell slot. Additionally, Bards can replace an existing spell to the Mass Cure Wounds when they level up.

Question: Does Mass Cure Wounds require line of sight in D&D 5e?

Answer: No, Mass Cure Wounds does not require line of sight in D&D 5e. When you cast it, you choose a point within 60 ft. of you, and the spell’s 30-foot-radius sphere emerges from it. However, as per the regular rules of spellcasting, you need to have a clear path to your chosen point. You do not need to see it, but nothing must be blocking you to the point, like a wall.

Question: Does Mass Cure Wounds work on Warforged in D&D 5e?

Answer: Yes, Mass Cure Wounds, along with other healing spells, can work on Warforged in D&D 5e. Despite them being living constructs, they are classified as humanoids. Therefore, you can target a Warforged with Mass Cure Wounds, and they will recover HP.

Conclusion: Is Mass Cure Wounds a good spell in D&D 5e?

I think that the Mass Cure Wounds spell is an incredibly good one if you are looking for a healing spell. It recovers a lot of HP to a lot of people. Plus, it has a wide range; you can heal others as far as 60 ft. from you. I imagine it as some sort of grenade that creates a 30-foot-radius explosion but instead of causing damage, it heals people within it.

If you are not committed to healing, though, I suggest that you look for a spell that helps in defeating your enemies. The current state of D&D 5e makes healing a dull and sometimes unnecessary process. If you can deal with your enemies a lot quicker, you have no need for healing in the midst of the battle. If your team is low on HP, you can recover after the battle is over by doing a long rest.

The ones that benefit the most from this spell are the Clerics in the Life Domain; their subclass features make healing a lot better. Many players claim that they have only used Mass Cure Wounds a couple of times throughout their campaign, so I believe it depends on what you should expect in your game. If you are expecting a lot of battles, Mass Cure Wounds would be a great pick.

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