Difference between revisions of "Rest"
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− | {{Aside|Hyrulean Quick Rest|The [[Hyrule Compendium]] 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.}} | + | <noinclude>{{Navi}} |
+ | </noinclude>{{Aside|Hyrulean Quick Rest|The [[Hyrule Compendium]] 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. | 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. | ||
Revision as of 08:35, 22 April 2020
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Player's Guide |
System Reference |
Compendium
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The Hyrule Compendium 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 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 an 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 sleeping during the majority of a long rest must make a DC 15 Constitution saving throw. This DC increases by 5 for each day that has passed without adequate sleep, regardless of any previous save's success or failure. On a failed save, the creature gains one level of exhaustion.
Some creatures do not require sleep. These creatures 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.