Rests
Taking rests over the course of the adventure serves as different kinds of breaks and opportunities for the character's to recover. The Brutal difficulty can add tweaks such as requiring "Safety" levels for certain rests, or limiting how many times a rest can be taken.
Respite
This option takes around 10 minutes, it serves as a breather between areas in a dungeon or siege. In order for a party to take a respite, they must have cleared the current encounter, or the DM specifies it is an allotted amount of time. A party can take Respites up to 3 times per long rest, and cannot be doing any strenuous activity such as traveling, or searching while doing so. Players may choose one of the following "activities" to take during the respite, generic options are listed here, as well as exclusive options listed at the end of the article.
Activities during a Respite:
-Recuperate: You may roll and expend one of your hit die, healing as you would on a short rest.
-Ritual: You can ritual cast a spell you have known or prepared.
-Sweep: You can do a final Investigation, or perception check on the room you are in, using the "take 10" to simply use 10 as your d20 roll instead of rolling.
-Downtime: Certain tools provide downtime activities you can do during a respite.
Short Rest
This option takes about an Hour, often times it can be taken throughout the day between areas, or if the players can take opportunity of a safe area such as a fortifiable room, or a cleared floor of a dungeon. A party can take 2 short rests per long rest, and can be doing light activity over the duration, however they must be in a "safe" location where danger is not imminent. If characters possess a vehicle of some sort, traveling through safe terrain counts as light activity for the purpose of this action.
Activities during a Short Rest
You may choose one of the following options to gain the benefit of after completing a short rest.
-Recuperate: You may expend and roll any number of your hit die, for each one you roll, add your constitution modifier and regain the total. You roll and heal one hit die at a time, allowing you to expend hit-die as you see the results.
-Work: There are certain downtime activities which you may attempt over the course of a short rest, such as repairing tools or armor, small tool checks, and many other, taking this option allows you to attempt one of those checks. The activity must take 1 hour or less to qualify if not stated otherwise.
Regardless of what you choose, you regain class features that "replenish" after taking a short rest.
In Brutal difficulty campaigns, you choose 2 of the options, and the "replenish" option is not automatic but instead is a choosable option.
Long Rest
This option takes 10 hours, allowing all standard characters to get 7.5ish hours of rest, and each of the 4(standard party size) taking 2.5 hour watches. It may only be taken once per day, and must be done in a "Safe" area such as a camp or village. Characters such as elves who do not need a full 8 hours incapacitated, can attempt downtime activities during the portion of the rest they were not incapacitated, or take an additional watch in order to allow a different character to perform downtime activities. If the party is on a vehicle that they do not need to directly manage, such as a ship, they can treat it as a safe location while not in hazardous terrain, if the vehicle is crewed to do so, they may push the responsibility of watches onto the crew.
A standard rest allows each player 2 hours of "activity" they may take over the course of the 10 hours. During this time, characters can do from the following:
- Watch: Character stays alert, observing the camp and keeping a lookout for potential dangers or hazards during the 2 hours of the rest.
- Work: Character can attempt up to 2 hours of a downtime activity, or increase their chance of success on the activity by working "carefully", making the check at advantage and completing 1 hour of work for the two hours used.
Benefits of a Long rest
Unlike the other two options, long rests provide their full benefits when taken. The benefits are as follows:
- You regain all lost Hit points
- You regain expended Hit die equal to half your level.
- You Regain any expended spell slots or features which reset on a Long rest.
- Your Exhaustion level is reduced by 1.
Brutal difficulty campaigns may add additional "requirements", such as the "safe zone" to rest in being a trusted town or location as opposed to a camp, Only allowing a "watchless" rest in well fortified areas. Some Brutal campaigns implementing the "Tactics Node" progression system may require use of a "downtime activity" to take a rest.
Special Actions During Rest
Certain classes and races may be able to take "special" actions during a rest, allowing them limited additional actions in place of other options they could do with a rest.
Steady (Res)
Prerequisite: Fighter, Vanguard
Charge: 1 per short rest.
Effect: Regain one martial or focus die
Bolster (Res, SR)
Prerequisite: Cleric
Charge: 1 per long rest
Effect: PB/2 rounded up party members cannot roll lower than your wis mod on hit die rolls.
Pray (SR)
Prerequisite: Paladin
Charge: 1 per long rest
Effect: Regain a number of Lay on Hands points equal to 10 * pb
Rehearse (Res)
Prerequisite: Bard
Charge: 1 per short rest
Effect: Regain a bardic Inspiration.
Meditate (Res)
Prerequisite: Monk, Sorcerer
Charge: 1 per Short rest
Effect: Regain pb Ki or sorcery points
Prepare (SR)
Prerequisite: Cleric, Druid, Wizard
Charge: 1 per Long rest
Effect: Swap one of your Prepared spells with another known spell.
Track (Res)
Prerequisite: Ranger
Charge: 1 per short rest
Effect: Learn the exact direction and distance of a Creature marked by hunter's mark.
Ponder (SR)
Prerequisite: Artificer
Charge: 1 per Long rest
Effect: Regain an additional use of Flash of Genius, you may also swap one attuned item for another which you have the attunement points for.
Rekindle (SR)
Prerequisite: Barbarian
Charge: 1 Per Long Rest
Effect: Regain one use of Rage.
Beseech (Res)
Prerequisite: Warlock, Vessel
Charge: 1 per Short Rest
Effect: You request a boon from your Patron/Trapped Soul, expending a hit die as an offering. The Dm choose if a check is needed, and what the reward is, ranging from:
- Level Temp HP
- Additional "spark" for one eldritch secret cast
- Temporary Invocation/Aspect
- Ect.
Commune (Res)
Prerequisite: Shaman
Charge: 1 per Short rest
Effect: Summon one Nature's spirit upon rolling the next initiative.
Needs Action: jaeger, planescaller, rogue

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