You get tired. I get tired. And while they may exist in a world of swords and spells, your characters get tired, too. But when it comes to exhaustion in fifth-edition Dungeons & Dragons, we’re not just talking about yawning through roleplay as you struggle to focus on your character sheet after a long day of gaming. We’re talking about the moments when your characters aren’t quite as fast as they want to be and when their usual bags of tricks just aren’t coming together. In the most extreme cases, we're talking about a condition that could lead to death.
Today, we’re taking a look at how exhaustion works, how to mitigate it as players, and how Dungeon Masters can use it to amp up the stakes in storytelling. So, try to stay awake, OK?
- How exhaustion works
- Ways to remove exhaustion
- What causes exhaustion?
- Ways to use exhaustion in your game
- FAQ: Exhaustion
How exhaustion works
While there is a myriad of ways that one can gain exhaustion in D&D that we’ll get into later, one of the most common ways that a character will risk the effects of exhaustion is by traveling through environments that are physically and mentally taxing, such as extreme heat or cold. A DM will likely ask players to make a Constitution saving throw for every hour spent in these harsh conditions.
As in real life, exhaustion works in waves. The longer you stay awake or the more you tax your physical and mental resources, the worse the condition becomes. With exhaustion rules, your character moves through six levels of detrimental effects that stack as you move through the list. The levels of exhaustion are:
Level |
Effect |
1 |
Disadvantage on ability checks |
2 |
Speed halved |
3 |
Disadvantage on attack rolls and saving throws |
4 |
Hit point maximum halved |
5 |
Speed reduced to 0 |
6 |
Death |
Ways to remove exhaustion
Those later levels might feel pretty bleak, so let’s discuss some ways to remove exhaustion. The simplest way is somewhat obvious: sleep. While characters who stay awake for 24 hours without a long rest will gain a level of exhaustion, a typical 8 hour long rest along with food and drink will reduce exhaustion by one step. Characters who are suffering from multiple levels of exhaustion will need several nights of rest to fully recover.
The greater restoration spell can also reduce exhaustion by one level. This 5th-level spell does cost 100 gp worth of diamond dust though, so it can be quite expensive to use as a treatment. However, if a character is teetering between levels of exhaustion, especially the final two, it may be worth the material cost as a stopgap.
Magic items can also help you recover from exhaustion. The potion of vitality removes any levels currently being suffered. Being raised from the dead either with a spell or with a magic item like the ring of temporal salvation will remove one level of exhaustion. But again, you might want to consider just waiting and sleeping again before going that route.
Avoiding exhaustion altogether
You might also just want to find ways to reduce the risk of exhaustion in the first place. Rather than risk travel exhaustion from cold environments, invest in warmer clothing that will allow you to automatically succeed on the saving throw. Consider taking off medium or heavy armor or finding ways to make yourself resistant to fire damage before traveling through extreme heat. Don’t treat Constitution as a dump stat and instead build it up to aid in those saving throws. If you’re not already proficient in Constitution saving throws, consider taking the Resilient feat if you’re playing in a survivalist campaign like Baldur’s Gate: Descent into Avernus or Icewind Dale: Rime of the Frostmaiden.
What causes exhaustion?
In addition to the extreme travel conditions mentioned above, exhaustion can be inflicted on characters in a few different ways. If characters run out of rations while traveling, they might gain exhaustion from thirst or starvation. Characters who decided to push their travel limits past 8 hours in a single day, aka a forced march, risk gaining exhaustion if they fail a Constitution saving throw. Likewise, characters without an innate swimming speed or magical intervention will need to make Constitution saves every hour they spend swimming.
There are also some special cases that cause exhaustion:
- Certain monsters like the CR 2 gingwatzim from Candlekeep Mysteries or the CR 18 sibriex from Mordenkainen’s Tome of Foes have attacks that can cause exhaustion.
- The sickening radiance spell causes temporary exhaustion that lasts for the spell’s 10-minute concentrated duration.
- Those who cast Tenser’s transformation must pass a DC 15 Constitution saving throw when the spell ends or suffer from exhaustion.
- The dream spell can indirectly cause exhaustion by denying the target the benefits of a long rest if they fail their Wisdom saving throw.
- Path of the Berserker barbarians who use their 3rd-level feature, Frenzy, automatically take a point of exhaustion when it ends.
- There are also a few magic items that can increase the risk of exhaustion, such as the ring of x-ray vision from the basic rules or the Piercer sword from Acquisitions Incorporated.
Critical Role: Call of the Netherdeep ties the mysterious substance ruidium from that adventure’s narrative to the exhaustion chart. To avoid spoilers, we won't go into how that works here!
Ways to use exhaustion in your game
As a DM, exhaustion can be one of the most useful tools in your box. Any scenario in the game can be made more challenging simply by putting the characters through the wringer before they get to it. Having characters cross vast, rough terrain in harsh conditions on their way to an encounter can really sell the role of the characters as heroes. Even if you don’t tend to use rations and food in your game typically, setting up resource management struggles when entering into the wasteland of Avernus or the Biting North of Wildemount can raise the stakes on adventures and add some drama to potentially repetitive days of travel.
Exhaustion can also work as a way of upping the difficulty setting on encounters. If you feel like your players are cutting through even some of your higher CR monsters, finding ways to interrupt their long rests prior to a big fight could nudge the scales into a bit more balance.
On a pure roleplay level, exhaustion can make for some fun storytelling. Mechanically, having disadvantage on skill checks might lead to some more creative solutions to common problems. Players who like to get deeply into character at the table might also find some fun new angles to their roleplay when their character is not at their best and brightest.
Exhaustion FAQ
What does exhaustion do?
Exhaustion is a condition that imposes tiered detriments to characters’ abilities. It can even lead to death if not remedied by the sixth level.
How to remove exhaustion?
One level of exhaustion can be removed with a long rest that is combined with eating and drinking. There are also other ways of removing exhaustion, detailed above.
Does greater restoration cure exhaustion?
Yes, greater restoration removes one level of exhaustion.
What creatures are immune to exhaustion?
Usually, constructs, elementals, and some undead (but not vampires) are immune to the exhaustion condition. (Here is a list of monsters with immunity to exhaustion.)
Is exhaustion automatic after skipping a long rest?
According to the expanded Dungeon Master’s Tools in Xanathar’s Guide to Everything, no. At least, not immediately. At the end of a 24-hour period with no rest, the character must make a DC 10 Constitution saving throw to ward off a level of exhaustion. The DC for this increases by 5 for every 24 hours the character does not rest.
Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
After 10 rounds, or every 10 rounds? And how do you buff effects with Saving Throws to compensate for increasing the crit range on attacks?
I've homebrewed monsters, diseases and poisons that impose exhaustion levels and found it to be a really fun way to provide a credible threat while also giving players a lot of time to come up with a plan.
I 100% agree. I'll never play a Frenzy Berserker Barbarian because if you frenzy more than once a day then you'll end up being still exhausted after 24 hours of sleep. The penalty one pays for the extra attack is way too steep!
In some of our campaigns, for a grittier game style, characters and other creatures that are bloodied (4e term), i.e. below 50% of their max hit points, suffer a temporary level of exhaustion that is removed once the character is no longer bloodied.
During combat, if you are bloodied, you can use a bonus action to burn Hit Dice (sacrificing two of them), drawing upon inner strength and adrenaline to suppress the bloodied condition until the end of the encounter. If the party is facing a particularly deadly encounter, the DM may adjudicate that the bloodied condition is suppressed for all player characters in a dire situation without spending any Hit Dice, reflecting the survival instinct.
Other option: temporary level of exhaustion each time you fall to 0 hit points during a combat encounter; these exhaustion levels last until you are no longer bloodied or take a short rest.
I use the mechanic of "temporary levels of exhaustion" for other things too, like if a character drinks too much, or replacing the full level of exhaustion the berserker gets after raging. (Instead, temporary level of exhaustion until the character takes a 10-minutes breather). Catnap spells has a 25% chance of reducing a level of exhaustion by 1. I also crated the nanonap cantrip that can be used to temporary reduce levels of exhaustion on certain creatures.
I usually use exhaustion after a dangerous travel or when players are resting in a corrupted/dangerous area. I like the idea of adding one level of exhaustion after having a bad night, just as I usually find myself being very tired on monday mornings because I don't want to head back to work !
What happens if you have the Death Ward spell on you and you reach the 6th level of exhaustion? Is it:
1) the spell prevents you from reaching the 6th level, leaving you alive and at 5 levels
2) the spell prevents you from dying for one round, then you die immediately afterwards because you're still at 6 levels after the spell is over?
Meaning what, exactly? That I don't always have enemies go after downed characters? With intelligent enemies, I almost never have them do this as (1) they would absolutely be more concerned with the people still trying to actively stick swords in them as opposed to the unconscious person bleeding out at their feet and (2) the enemies wouldn't be familiar with how the death save rules work. Now, if I was dealing with say, a ravenous ghoul, I for sure would have them keep gnawing on a downed player.
Look to Call of the Netherdeep for ideas on that I feel
Look to Call of the Netherdeep for ideas on that I feel
Sort of same. If someone is dropped to 0 hp and brought up by a spell or potion, that's a level of exhaustion. Every failed death save during that time in another level of exhaustion. However, if they're allowed to rest the 1d4 hours and regain that 1 HP naturally, they get no exhaustion. Its added some real dynamism to combat because the still fighting players have to decide if its worth it to get someone back up or not.
Why wouldn't creatures be familiar with how things die in the world they, and thier entire family / pack / group have lived thier entire lives in? While they wouldn't know the exact rules like we do, they'd have a rough idea of the end results & how to make those results happen. And they'd have learned that poking a downed foe a extra time or two means they don't get back up, while ignoring that foe means they do get back up. Finishing off downed foes is a good action use for defensive or support characters, especially bonus actions or actions with multiple targets / areas of effect. I spend 1 action (to deal damage), and you lose infinite actions (cause you're dead)? The math ain't tough.
I use lingering injuries but I let them make a DC 10 CON Save -- if they succeed, "lingering" doesn't mean permanent (the injury can last for a couple of days, weeks or months, but will eventually heal). But that remains harsh. Using exhaustion is actually a good idea, I feel it's not too taxing on the players and it kind of makes sense too.
Great article, thanks! A question for the author, or anyone who has the answer : the first level of exhaustion causes disadvantage on ability checks, but does it affect passive perception as well? It seems like it would make sense and would also be relevant in survival/travel adventure. Thanks
Disadvantage imposes a -5 on passive perception.
Wow dang thats like wow
I agree
That alternate death saves was suggested on Reddit somewhere. I like it because I have a lot of exhaustion causing effects in my campaign. It adds a greater tension to being downed while giving more time to get someone back up. I also introduced several items that can cure a level of exhaustion during a short rest. Various chultan foods. Exhaustion and the curing of exhaustion are more common.
Thanks!
Great article