Resting is an important activity in everyday life. To regain ones composure, overcome exhaustion and regain spells and cooldowns depends on where and how you rest, whether you need to keep watch, and whether you're in a nice, safe comfy bed. All this factors in on how well you can sleep and regenerate.
Sleep breaks down as follows:
2 Short rests and 1 long rest per day. Fearful, long, and full are all long rests but vary depending on environment and situations.
Short Rest- 15 min to 1 hr of time to recompose yourself and tend to wounds. 2 per day.
*Roll any number of available hit dice to regain hit points and add Constitution modifier to each roll.
*Gain any other effects from short resting such as spells, cooldowns ect.
Fearful Long Rest - This is a long rest but in an uncomfortable place such as a dungeon or place of danger.
One 4 hr rest period to eat, drink, keep watch and recompose yourself by tending to wounds. 1 per day.
*Use any amount of available hit dice to their max plus Constitution Modifier for each die, to heal your wounds.
*Regain 1/4 of your maximum hit dice. (round up)
*Use any amount of available hit dice to their max plus Constitution Modifier for each die, to heal your wounds.
*Regain only half of your spells and cooldowns ect. from resting.
*You may spend any number of hit dice on a 1 to 1 basis to get rid of exhaustion.
Long Rest - This a is a long rest in a somewhat safe place but in the environment such as by the road.
Two 4 hr rest periods to eat, drink, keep watch and recompose yourself by tending to wounds. 1 per day.
First 4 hr block
*Use any amount of available hit dice to their max plus Constitution Modifier for each die, to heal your wounds.
Midpoint - Regain half of your maximum hit dice. (round up)
Second 4 hr block
*Use any amount of available hit dice to their max plus Constitution Modifier for each die, to heal your wounds.
*You may spend any number of hit dice on a 1 to 1 basis to get rid of exhaustion.
*Gain any other effects from long resting such as spells, cooldowns ect.
Full Long Rest - This is a long rest but at a safe, comfortable location such as an Inn or home. Has all the same effects as a long rest and you get 1 free Hit Die.
Exhaustion
Some special abilities, combat and environmental hazards and/or wear and tear from travel and adventuring, such as starvation and long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Depending on the level of stress or the amount of strain physically or mentally an activity requires, could either give exhaustion to you or make you roll a constitution save in order to overcome or power your way through it. Mind over matter. The DM will advise.
Exhaustion is measured in 6 levels. Exhaustion stacks, therefore giving the player all the effects of exhaustion equal to the level they have aquired. An effect can give a creature 1 or more levels of exhaustion, as specified below:
Resting
Resting is an important activity in everyday life. To regain ones composure, overcome exhaustion and regain spells and cooldowns depends on where and how you rest, whether you need to keep watch, and whether you're in a nice, safe comfy bed. All this factors in on how well you can sleep and regenerate.
Sleep breaks down as follows:
2 Short rests and 1 long rest per day. Fearful, long, and full are all long rests but vary depending on environment and situations.
Short Rest- 15 min to 1 hr of time to recompose yourself and tend to wounds. 2 per day.
*Roll any number of available hit dice to regain hit points and add Constitution modifier to each roll.
*Gain any other effects from short resting such as spells, cooldowns ect.
Fearful Long Rest - This is a long rest but in an uncomfortable place such as a dungeon or place of danger.
One 4 hr rest period to eat, drink, keep watch and recompose yourself by tending to wounds. 1 per day.
*Use any amount of available hit dice to their max plus Constitution Modifier for each die, to heal your wounds.
*Regain 1/4 of your maximum hit dice. (round up)
*Use any amount of available hit dice to their max plus Constitution Modifier for each die, to heal your wounds.
*Regain only half of your spells and cooldowns ect. from resting.
*You may spend any number of hit dice on a 1 to 1 basis to get rid of exhaustion.
Long Rest - This a is a long rest in a somewhat safe place but in the environment such as by the road.
Two 4 hr rest periods to eat, drink, keep watch and recompose yourself by tending to wounds. 1 per day.
First 4 hr block
*Use any amount of available hit dice to their max plus Constitution Modifier for each die, to heal your wounds.
Midpoint - Regain half of your maximum hit dice. (round up)
Second 4 hr block
*Use any amount of available hit dice to their max plus Constitution Modifier for each die, to heal your wounds.
*You may spend any number of hit dice on a 1 to 1 basis to get rid of exhaustion.
*Gain any other effects from long resting such as spells, cooldowns ect.
Full Long Rest - This is a long rest but at a safe, comfortable location such as an Inn or home. Has all the same effects as a long rest and you get 1 free Hit Die.
Exhaustion
Some special abilities, combat and environmental hazards and/or wear and tear from travel and adventuring, such as starvation and long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Depending on the level of stress or the amount of strain physically or mentally an activity requires, could either give exhaustion to you or make you roll a constitution save in order to overcome or power your way through it. Mind over matter. The DM will advise.
Exhaustion is measured in 6 levels. Exhaustion stacks, therefore giving the player all the effects of exhaustion equal to the level they have aquired. An effect can give a creature 1 or more levels of exhaustion, as specified below:
Exhaustion
Exhaustion Triggers (General Overview)
Death = 2 Exhaustion
Travel = Depends on distance and climb/hazards ect.
Weather = Extreme cold, heat or other hazards.
Combat = Long fights or back to back confrontations.
Effects = Some poisons or other effects could cause it.
To know the light, you must sometimes experience the dark.