Mass Healing Word 5e: Revive Your Party
Ever been in a fight where your team is one hit away from disaster? Mass Healing Word 5e is the clutch spell that turns near-defeat into a comeback. As a cleric, I’ve relied on this lifesaver more times than I can count—especially when dragons, traps, or rival adventurers push us to the brink.

Unlike slower options, this evocation works as a bonus action, letting you heal multiple allies while still attacking or dodging. With a 60-foot range, it’s perfect for chaotic battles where your party scatters. Need to revive three downed fighters while holding off a horde? Done.
But it’s not just for clerics. Bards can steal it via Magical Secrets, and pairing it with buffs like Hellrider’s Pride cranks its value even higher. Just remember: constructs and undead won’t benefit. Ready to master this game-changer?
Key Takeaways
- Works as a bonus action, saving precious combat time.
- Heals multiple allies within 60 feet instantly.
- Bards can access it through Magical Secrets.
- Pairs well with buff-on-heal gear for extra impact.
- Ineffective on constructs and undead.
What Is Mass Healing Word 5e?
Few spells offer the speed and reach needed to rescue a crumbling frontline in seconds. As a 3rd-level evocation, it lets you restore multiple allies with just a whisper—no sprinting across the battlefield required.
Spell Basics: Range, Casting Time, and Targets
I always prepare this before combat. Why? It’s a bonus action, leaving my main action free for attacks or dodging. With a 60-foot range, I can revive allies from afar—even if they’re behind cover.
Target up to six creatures (except constructs/undead). Roll20 data confirms it’s perfect for sprawling fights where melee healers struggle. Pro tip: Pair it with Hellrider’s Pride to add temp HP on top.
How the Healing Formula Works (1d4 + Modifier)
The math is simple: Roll 1d4 + your spellcasting modifier (WIS for clerics, CHA for bards). My cleric’s +3 WIS means 4–7 HP per target. At level 5, that’s 24+ HP total—enough to stabilize a party.
Feature | Mass Healing Word | Cure Wounds |
---|---|---|
Action | Bonus | Standard |
Range | 60 ft | Touch |
Targets | 6 creatures | 1 creature |
Base Healing | 1d4 + mod | 1d8 + mod |
Upcasting boosts it. A 4th-level slot adds another 1d4 (2d4 + mod). Not huge, but clutch when every HP counts. And yes, I once wasted a cast on a warforged—learn from my mistake!
For roleplay, the Latin incantation (Corpora Sana) adds drama. Whisper it as your rogue stabilizes, and watch your table cheer.
When to Cast Mass Healing Word
Timing is everything when your party’s survival hangs by a thread. This spell isn’t for topping off HP—it’s a lifeline when multiple allies hit the ground. I’ve clutched battles by casting it the moment two or more teammates fail saves against area attacks.

Best Scenarios for Emergency Healing
Picture this: Your rogue and wizard just ate a fireball. Instead of dashing between them, I whisper the incantation. Both stabilize instantly, and my action stays free to counterattack.
Another win? Breaking grapples. Heal the fighter mid-pin, and they can shove the ogre without wasting an action. High ground also helps—I once saved a scattered party by perching on a ruin, keeping everyone in the 60-foot range.
Limitations: Undead and Constructs
Learn from my blunder: This spell won’t touch undead or constructs. I wasted a slot on a vampire spawn NPC before realizing it. Same goes for warforged or animated armor—no exceptions.
Watch for anti-synergies too. A warlock’s Tomb of Levistus or a druid’s wild shape might block the effect. And remember: At 3rd-level, slots are precious. Save this for true emergencies.
Maximizing Mass Healing Word’s Potential
Smart spellcasters don’t just heal—they amplify their magic with gear and strategy. Whether you’re upcasting for bigger numbers or stacking buffs, this spell becomes a battlefield game-changer when optimized.
Upcasting: Is a Higher Spell Slot Worth It?
Burning a 4th-level slot adds just 1d4 more healing per target. Math time: At +3 spellcasting mod, that’s 5.5 HP avg (3rd-level) vs. 8 HP (4th-level).
My rule? Only upcast if two+ allies are below half health. That extra 2–4 HP per person can stop instant KOs against multiattacks.

Synergies with Buff-On-Heal Items
Pair this spell with gear that triggers on healing, and you’ll outvalue most single-target cures. My top combos:
- Whispering Promise: Grants Bless for 2 rounds—perfect for saving throws post-revival.
- Hellrider’s Pride: Temp HP stacks with the base heal, doubling survivability.
- Boots of Aid and Comfort: Let allies reposition without provoking attacks.
Bards, steal this spell via Magical Secrets and add Mantle of Inspiration. Healing + temp HP + movement in one turn? Yes, please.
Campaign tip: These items appear in Dragon Heist and Storm King’s Thunder. Scout vendors early!
Conclusion: Keep Your Party Standing
Nothing turns a desperate battle faster than reviving three allies in six seconds. After 20+ campaigns, I always prep this spell—it’s the ultimate combat medic tool.
Use it when multiple teammates drop. For solo healing, higher-level spells like Cure Wounds work better. And DMs, beware: Stacking buff items (like Hellrider’s Pride) can trivialize deadly encounters.
Surprise users include Circle of Balance druids. Pair it with a paladin’s aura, and your party becomes unbreakable. Just keep a third-level slot ready—you’ll need it when the dragon breathes fire.