Healing
Cure Wounds (1st level, 1d8 plus your spellcasting modifier) and a Potion of Healing (2d4 plus 2) do exactly one thing: they add hit points, up to your maximum. That is the entire function. They do not scrub the Poisoned condition, they do not lift Blinded, and they most certainly do not touch a single level of exhaustion. A creature at full hit points can still be Paralyzed, Frightened, and one failed death save away from having a very bad time.
The confusion is understandable. Hit points are the loudest number at the table, so players assume the healing spell that raises them also clears the fine print. It does not. Conditions have their own removal mechanics. Lesser Restoration (2nd level) ends one disease or the Blinded, Deafened, Paralyzed, or Poisoned condition. Exhaustion drops by one level only on a Long Rest, or with Greater Restoration (5th level). Pouring a Cure Wounds into a poisoned ally just gives you a healthier poisoned ally.
Restoration spells are separate resources for a reason. Knowing which problem you are actually solving is the whole point.
At the table: Your Paralyzed fighter fails their save. Cure Wounds keeps them alive at higher hit points; Lesser Restoration is what actually lets them stand up and act.
Related
Daily field notes, weekly Issues. Follow @ItsAlrdyWritten or subscribe via RSS.