Adventuring is a tough business. After battle or at the end of a long travel day, you'll need to heal wounds, rest, and prepare for whatever hazards may come up next. This section defines the rest periods and describes how they work, what activities can be done during them, and the results of taking some much needed down time.
Short Rest
Minimum of 1 hour, maximum of 8 hours. Can be done anywhere.
Activities During Short Rest
- Regain HP by spending Hit Dice.
- If Bloodied, must expend use from Healer’s kit. Only one use required per Short Rest.
- Regain Class/Species features that recharge on Short Rest.
- Eat and Drink to improve Survival Conditions.
- Recover from Magical Burnout by spending Hit Dice.
- Change Inventory Quick Slots.
- Treat Wounds and Injuries.
- Research/Investigate: books, magical items, maps, etc.
Long Rest
Minimum of 8 hours, maximum of 24 hours. Can be done anywhere.
Steps to long rest:
1. Set Up Camp: Establish a campsite to facilitate Camping Activities and get some sleep.
- Campground DC determined by Terrain and Weather tables.
- Skills Checks: Each PC performs the following.
- Describe a way they will contribute to improving the campsite.
- Roll Skill check for contribution (one Survival Check required).
- # Failures determines Camp Activities DC.
2. Securing Campsite: PC serving as Lookout from travel day rolls Lookout Check.
- INT/WIS Check to determine security of camp site.
- Spells and equipment can be used to improve chances of securing campsite.
- Failure results in Surprise for Encounter (if one occurs).
3. Camp Activities: Perform 1 activity during rest, each requiring a Skill Check against Camp Activities DC.
Forage: Repeat Forager Role (Travel) to gather additional food and water rations.
Cook Food: requires proficiency with and access to Cooking Utensils.
- Create Food Rations: Turn excess fresh food rations into stored food rations.
- Stretch rations: Consumed food rations reduce Hunger by 2 instead of 1.
- Cook hot meal: Consuming food rations provides Well-Fed condition.
Brew Drinks: requires proficiency with and access to Brewer’s Kit.
- Create Water Rations: Distill clean water rations from potentially tainted sources gathered while Foraging.
- Brew a balm: Roll 1 Hit die. Consumed water rations reduce Thirst by 2 instead of 1 and provide Temp HP = Roll + Constitution Modifier.
- Brew a restorative: Consuming water rations provides Well-Hydrated condition.
Play Music/Tell Story: requires proficiency with a musical instrument or in Arcana, History, Religion, or Performance.
- Choose 1 PC to gain Inspiration Point.
Repair or Improve an Item: requires necessary tools.
- Remove 1 damage Notch.
- Improve 1 offensive or defensive item to gain Improved Condition.
Craft an Item: requires proficiency in and access to any tools required for item being crafted.
- Crafting rules apply for objects that can be made within 4 hours.
- Create ammunition or kit uses: Increase ammunition/usage die by 1.
Relax: perform activity to improve your physical/mental state.
- Gain 1 Inspiration point.
or
- Reduce Stress by 1d4.
or
- Reduce Fatigue by -1
4. Sleep: Get a good night’s rest to heal and recover.
Healing and Recovery
At the end of a Long Rest, characters regain the following:
Hit Points
- Roll Hit Dice # of times = 1 + Constitution modifier (without expending Hit Dice).
- Further healing by expending Hit Dice.
Hit Dice
- # Hit Dice recovered = Half of spent Hit Dice (rounded down) + Constitution modifier.
Magic
- All Spell Slots.
- 1 Magical Burnout die level.
Survival Status
- -1 Exhaustion (if not from poor Survival Conditions)
- -2 Fatigue
- -1 Fatigue if rest interrupted/under poor conditions
- -1 Stress
- Temperature condition change depends on weather/campsite
- Species and Class Abilities that recharge on LR
Extended Rest
Minimum of 1 day, usually 1 tenday, no maximum. Requires a sanctuary of some kind, outside of the wild.
Steps to an Extended Rest
1. Sell loot: Spend time selling valuable items.
2. Lifestyle: Choose the quality of lifestyle to maintain during rest from Lifestyle table below.
3. Primary Activity: Choose 1 primary activity to pursue during rest.
- Buy/sell magic or exotic items (XGtE 126)
- Carouse (XGtE 128)
- Craft Items
- Mundane (XGtE 128, Crafting Rules)
- Magical (XGtE 133)
- Criminal activities (XGtE 130)
- Gamble (XGtE 130)
- Pit fight (XGtE 131)
- Religious services (XGtE 131)
- Rest and Relax (XGtE 131)
- Research (XGtE 132)
- Run a Business (5e DMG 129)
- Training
- To gain XP (XGtE 134)
- Required to increase Character Level
- Learn tools, languages, weapon, armor proficiencies
- Volunteer work (XGtE 134)
- Work for wages (XGtE 134)
4. Hear 3 Rumors: Pick up on possible quests or hear about news from around the Realms.
5. Free Activities:
- Buy equipment, ammunition, kits, etc.
- Restock food and water rations.
- Treat Injuries.
- Attempt to remove Afflictions.
6. Settle Up:
- Resolve expenditures from lifestyle and collect gains from activities.
- Lose all Stress
- Roll to determine is lingering Injuries heal.
7. Bastion Turns
Lifestyle | Cost per Week | Start Max HP | Start Hit Dice | Start Hunger | Start Thirst | Start Fatigue |
Wretched | 0 | 50% | 0 | Starving | Dehydrated | Barely Awake |
Squalid | 10 SP | 50% | 25% | Ravenous | Dry | Very Sleepy |
Poor | 20 SP | 75% | 50% | Hungry | Thirsty | Sleepy |
Modest | 10 GP | 100% | 75% | Peckish | Parched | Tired |
Comfortable | 20 GP | 100% | 100% | OK | OK | OK |
Wealthy | 40 GP | 100%* | 100% | Well-fed | Refreshed | Well-rested |
Aristocratic | 100 GP | 100%** | 100% | Stuffed | Quenched | Energized |
* Begin with Well-Fed OR Well-Rested Status Conditions
** Begin with Well-Fed AND Well-Rested Status Conditions