Heal Aid is a Miracle in Dark Souls 3. To cast a miracle, you must use a ChimeTalisman or Special Weapons that can cast miracles.

Heal Aid

Spell Type


FP Cost FP 27
Slots Used Slots 1
Faith Required Faith 8



Miracle imparted as charity to those of little faith. A show of tolerance from the Way of White.

Slightly restores HP.

To use miracles, equip a talisman or sacred chime and attune a miracle at a bonfire.


Acquired From




  • Restores HP equal to 150% * Spell Buff of used Chime or Talisman
  • Not affected by miracle rings.
  • Can be cast with a Chime or Talisman even if you do not meet its Faith requirement.
  • Due to the miniscule requirements and fast casting time, this spell can be quite useful on any build, even ones that don't use spells.


Atonement  ♦  Blessed Weapon  ♦  Bountiful Light  ♦  Bountiful Sunlight  ♦  Caressing Tears  ♦  Dark Blade  ♦  Darkmoon Blade  ♦  Dead Again  ♦  Deep Protection  ♦  Divine Pillars of Light  ♦  Dorhy's Gnawing  ♦  Emit Force  ♦  Force  ♦  Gnaw  ♦  Great Heal  ♦  Great Lightning Spear  ♦  Great Magic Barrier  ♦  Heal  ♦  Homeward  ♦  Lifehunt Scythe  ♦  Lightning Arrow  ♦  Lightning Blade  ♦  Lightning Spear  ♦  Lightning Stake  ♦  Lightning Storm  ♦  Magic Barrier  ♦  Med Heal  ♦  Projected Heal  ♦  Replenishment  ♦  Sacred Oath  ♦  Seek Guidance  ♦  Soothing Sunlight  ♦  Sunlight Spear  ♦  Tears of Denial  ♦  Vow of Silence  ♦  Way of White Corona  ♦  Wrath of the Gods

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    • Anonymous

      Hi, I'm pretty new in DS3 and having a lot of trouble in the beginning. I figured that Healing Aid is pretty great to increase your overall Healing during explorations early on. It gives you (with the Talisman from the Shrine Handmaid) 150 Health for 27 FP. Ashen Estus Flask gives you early 80 FP and a Estus Flask 250 Heal (if not upgraded). This means you get for 1 Ashen Estus Flask 150 / 27 * 80 = 444,444 Health. Which is almost 200 Health more per Flask in the long run. If you running out of Flask often (like I do - because I'm new) just consider to take all Ashen Estus Flasks (can be changed at the blacksmith) available and run the Healing Aid. All classes (I think?) should be able to allocate one spell / miracle at the beginning without investing any points.

      • Anonymous

        This directly counters crossbow fire bolts, farron dart spam and other meme spam. Less effective but still useful against lightning arrow spam and low att/end murky builds when there’s a breath of air in the fight. A must for faith invasions. Useless without 45+ fth

        • Anonymous

          Imagine whingeing about a normal part of the game... if you are too bad to counter it with (DAMAGE!) then just die if you are the host or black crystal if you invade. That's it, debate over.

          • Anonymous

            If you're doing PvP invasions, it's fine to heal if you judge the situation unfair. There's always a chance you invade a host with his gank squad. Most hosts only fight close to the bonfire because they are salty and summon phantoms, or are fine if they lose as long as their souls drop close by. Also it's your invasion. If the host gives you time and space, you should heal. They can always beeline for the boss and send you away, or run off a cliff. Embers aren't hard to come by.

            In the Hollow Arena, healing means putting a band aid on your mistakes and extending matches longer than needed. Estus is banned in duels because they only last 3mins. If you run a miracle build specifically to able to heal in duels, you make the fight less about skill and more about covering your ass. Heals are alright in my book, but I'll try to punish you and shame on me if I let you get away with it. Still, nobody wants to waste time in a stand off of attrition only for it to end in a draw.

            Just like the recommended meta level, unspoken rules exist because there is a norm the community wants to maintain, which is quick arena duels on even ground. Every build can do melee, ranged, heavy damage, etc. There are spells, weapons, charged R2, bows, crossbows, & items that substitute what other builds can do better. A melee build can equip crossbows for some easy ranged capabilities. Physical builds can do lightning damage with urns, arrows, or infusions. Mages can use raw infusions, add a buff on top of that, and even have dedicated spells that do elemental versions of charged attacks. But only FTH builds can heal, which disrupts that norm.

            Healing often in 1v1 duels is basically like falling on purpose and pretending to be hurt in pro football. You can do it for an advantage or strategy if you want, but if you do it to cover your ass and prolong the fight, people will think you a weasel. You could argue about cast time, but experienced PvP players will damage opponents to scare them off, make distance, and immediately heal, which is made easier in certain arenas. You can even use the cat ring to jump off and make them risk self-damage to follow you. You could also argue crossbows and ranged spells to interrupt casting, but poise cast is also a thing. If their HP isn't close to 0, they would survive and still get some health back. So the best option is a backstab. If you're too far away for a backstab, you could get in a hit, but most often people recoup enough stamina to roll away after.

            Personally, I'm alright with heals. It's all fair game, and I'll just deal, or lose. The arena won't go away, and there are plenty of people to fight. Go ahead and heal if you want, but those are all the reasonable excuses people find healing frustrating in PvP, especially in the arena (even if they can't quite place it). Don't be surprised if better players beat you anyway, and literally throw **** at your scattering ashes. Salt begets salt.**** at your scattering ashes. Salt begets salt.

            • Anonymous

              60 faith with a Yorshka chime + 10 nets 370 hp per cast and at a very good speed. One of the best miracles at high faith.

              • Anonymous

                You’re looking for the*****tiest heal for fp/heal ratio? well look no further than this , by far the worst heal in the game , if you need passive healing , stick with the old wolf’s curved greatsword with pontiff’s right eye , you get 30 heal every 3 hits and get an extra 120 every 5 hits , add the ring that add 30 heal per kill with arstor’s spear strapped on your back and get an other 30 heal per kill , ***** this*****ty heal and stick with the regen gear that is viable until Sl 100+ where having over 1000 , hp regen is way slower than when you had 500-800

                • Anonymous

                  Now i have 1, 2, 3, 4 and 5 dislikes on the post below on this and other heal pages, if that doesn't prove someone's messing with me then i don't know what does... i have 2 on this page and 1, 3, 4 and 5 are on the other heal pages...

                  • Anonymous

                    @the anon who went on literally all of the heal pages I'd posted my comment on and spammed dislikes, you're being childish and if you'd had an argument you would've said it instead of what you did. Really telling... i had so many more likes than dislikes on those comments for months and now suddenly i have suspiciously exactly 17 dislikes on most of them? Transparent af. Hopefully this doesn't stop people from actually giving what i was saying some thought... i know i tend to ignore posts with more dislikes anyways...

                    • Anonymous

                      I wonder if the DS3 community is ever going to realize that there is literally no logical reason why a cleric can't use the heal spells in PvP? The running reason right now is literally just "no". There isn't an actual argument or reason why and any time i bring this up the response is always "well it's not allowed", which is a funny response considering i'm challenging whether or not it should even be disallowed. Another funny response i've gotten is "i don't want to fight you if you're going to heal" (not me, i don't usually heal, this was said in a discussion about healing as a "reason" not to), which i find great as i didn't realize i could just... Decide what others can and can't use based on my tastes. The rule was just carried over from the previous games and, for some reason, no one has thought to actually scrutinize the spells to see if they actually shouldn't be used. Great heal and up will completely take your stamina, leaving you open for hits, the casting animations at max casting speed are slow enough to easily punish with a backstab on any of them except maybe projected heal/heal aid and givin how many run around with the hornet ring on you'll actually LOSE hp and you have to invest in faith to even use them along with dex or a ring slot for casting speed and ashen estus to compensate for the fact that heals actually take MORE FP than the attack miracles of their tier. At the very least they should be allowed a certain number of uses, but i personally believe it should be allowed at your discretion as with any other action/magic that you have to invest in to use. Thoughts? Also, no non-arguments like "git gud", "no" or "it's not allowed". I can understand it not being allowed in situations where you're 1v1ing someone REALLY high in level havel-monstering it up as your punish might not cover the heal, but meta range and below is entirely different as 2 hits is usually around half your hp at meta and below your heals heal less unless you invest in faith and lose out on other stat investments.

                      • Anonymous

                        Actually surprisingly useful. This spell uses the least stamina of any healing miracle, takes the least time to execute, and you don't kneel when you cast it. Also not that bad where FP is concerned. Sure it offers less overall healing, but it does 150% your spell buff for a mere 27 FP. With larger FP bars, this can be amazing for dodging behind a building, healing, and jumping out with your sword primed.

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