Rest

From Legends of Hyrule
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Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
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Player's Guide

Character Creation
the next level
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champ, opportunist, researcher, sage, scion
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gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
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System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
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Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
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Hyrulean Quick Rest
Legends of Hyrule assumes a variant of rest like one found on page 267 of the Dungeon Master's Guide. Quicker "short rest" periods are meant to closer emulate Zelda games in which combat is routine and healing is quick. This rule can make combat easier for players, but a concerned DM can compensate for this by increasing the Challenge Rating of combat encounters.

Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.


Short rest

Rest is any period during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. At the end of at least 5 minutes of rest, a player can expend at least one of their character's Heart Container to finish a short rest. If no Heart Containers are spent, you do not gain any benefits of a short rest. You can spend a number of Heart Container up to the character's maximum, which is equal to the character's level.

For each Heart Container spent at the end of a short rest, the player rolls the Heart Container die and add the character's Constitution modifier to the result. The character regains heart points equal to the total. The player can decide to spend an additional Heart Container after each roll.


Long rest

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost heart points. The character also regains all spent Heart Containers.

A character can’t benefit from more than one long rest in a 24-­hour period, and a character must have at least 1 heart points at the start of the rest to gain its benefits.


Restless

Sleep and rest do not necessarily overlap, but it is generally assumed a character will sleep sufficiently during a long rest. A character may suffer exhaustion for going without sleep.

A character or creature that requires sleep but goes over 24 hours without adequate sleep during a long rest must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. Going without sleep becomes progressively difficult for each passing day. This DC increases by 5 for each day (24 hours) that has passed without adequate sleep, regardless of any previous save's success or failure.

Some creatures do not require sleep. These creatures can still gain the benefits of rest, but never gain exhaustion for going without rest or sleep.


The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]
Alterations were made to include Hyrulean guidelines.