Resting

Long Rests

Most characters require 8 hours of sleep (or some other form of rest) each day. Though this rest typically happens at night, a group gains the same benefits for resting during the day. A character can gain the benefits of a long rest only once every 24 hours. A character who takes a full rest recovers in the following ways.  
  • The character regains hit points equal to 1 + their Constitution modifier multiplied by their level, recovering at least 1 hit point per level. If they rest without sufficient shelter, safety, or comfort, this healing may be reduced by half (to a minimum of 1 hp).
  • Any remaining healing dice (see below) are automatically applied to healing the character after the first uninterrupted hour of rest.
  • Healing dice are fully replenished at the conclusion of a long rest.
  • The character loses the Fatigued or Exhausted condition.
  • The character recovers one ability damage from each ability score.
  • The character may attempt a save to recover one drained level.
  • The character recovers all daily uses of any special abilities they have.
  • The character regains their daily compliment of spells (prepared classes must take the appropriate action paired with a long rest to regain their spells).
  A minimum of 12 hours of time spent in a relatively safe and comfortable environment is required to gain the full benefits of a long rest. If these conditions are not met, the benefits of a long rest may be reduced in one or more of the following ways (DM discretion and situation specific):  
  • Healing dice are not recovered.
  • Daily uses of special abilities are not recovered.
  • Hit point recovery is halved.
  • Characters gain the Fatigued or Exhausted condition.
  • Characters cannot regain their daily compliment of spells.
  • Characters do not recover ability damage.
 
On Safe and Comfortable Environments:
Long rests need to be restful to give characters their full benefits, and comfort and safety (both perceived and actual) are paramount to this.   In order for a location to be considered safe, the party must have a reasonable expectation to pass their rest without the interruption of any significant threats. This does not mean that such an interruption negates the benefits of a long rest (camping in the woods along the side of a road can be expected to be reasonably safe, even if the party does in fact get attacked by bandits in the night). Similarly, not being interrupted during a long rest does not automatically make the location you rest safe (you may get lucky barricading the doors to a room and resting in a hostile compound , but that does not mean this is considered a safe place to rest).   In order for a location to be considered comfortable, the party must have some level of creature comfort where they rest. a party filling the maximum occupancy of an extradimensional space or crammed into a tiny cave during a storm are not capable of resting in comfort, and will get little benefit from resting there, but neither do they need luxurious accommodations at a high class inn. While this threshold may vary somewhat by individual, a good baseline is a bedroll on a patch of even ground sheltered from the elements and with room to move about.
 

Bed Rest

If a character spends an entire day of downtime dedicated to resting, they double the healing obtained from a normal long rest.  

Short Rests

A short rest is a period of downtime, at least 10 minutes long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds (light activity).   In order to gain the benefits of a short rest, this time must be uninterrupted by combat or other strenuous activity. If so interrupted, the rest may be attempted again.  

Healing Dice

Each character has one healing die for each class level they have. Each die is the same type as the class that grants it, and the size of each die is equal to the Hit Dice of that class. These dice are replenished at the end of each Long Rest.
ex: a level 8 character that is Fighter 4/Wizard 4 would have 4 fighter dice (d10’s), and 4 wizard dice (d6’s).
 

Short Rest Actions

There are several actions that a character can take during a short rest, many of which involve spending healing dice. A character cannot spend more than half of their maximum healing dice total during a short rest (rounded up).
Time Intensive Actions: Some actions are considered time intensive (marked with an *). Only one time intensive action can be taken by a character in a given short rest.
 

Healing

When taking a short rest, a character regains hit points equal to their Constitution modifier if they spend at least one healing dice during the rest (it does not matter what the die is spent on). Creatures with a negative constitution score do not lose hit points in this manner. If a character wishes to recover additional hit points, they can spend healing dice on healing, rolling each die spent and gaining that many additional hit points.  

Catch Breath

Any character taking a short rest can spend a healing die to remove the Fatigued condition from themselves or downgrade the Exhausted condition to Fatigued. They may not do both in a single short rest.  

Recover Stamina

A character with a Stamina pool recovers a number of stamina points equal to their Constitution modifier during a short rest, up to their maximum.  

Ritual Cast a Spell*

A character with a prepared spellcasting class may take time during a short rest to expend a memorized spell to cast a different spell they do not have prepared. They must have the ability to prepare this spell (in their spell book, on their spell list, etc.), the spell must be eligible to be memorized in the slot expended, and the spell cast must have a casting time of 1 minute or less.   Ritual casting a spell is a time intensive action.  

Prepare Spells*

A character with a prepared spellcasting class may prepare up to one spell slot per caster level that was left empty during their daily preparation. The slots must have otherwise been available to use in order to fill in this way. Slots that were not available during their daily preparation but later made available may also be filled in this way.  

Spell Recovery

A character with access to leveled spells may regain a spent spell slot for 1 healing die per Spell Level. The dice spent must be of the class that grants access to the slot recovered. If done by a prepared caster, the slot will retain the same spell previously cast from it.  

Garner Inspiration

A character can spend healing dice to attempt to gain a minor inspiration, as though they spent a Luck Point.  
Minor Inspiration: the player can receive a hint on how to resolve a dilemma or overcome a challenge they are currently facing. This hint can be meta-gaming in nature, involve a reminder of a piece of information they may have forgotten about, or an automatic success on a check to notice or realize something they have thus far missed. The information given is not a guarantee, but the die will not be spent in a situation for which the DM has nothing of value to give to the player.
 

Class-Based Actions

Each class has additional uses for their healing dice, substituting this healing for another mechanic. Note that most archetype abilities that replace or modify mechanics listed here apply in the same form, but are subject to DM approval first (e.g. an Eldritch Poisoner's arcanotoxin can be recovered the same way as the Alchemist bomb feature it replaces).  

Alchemist

Extract recovery: regain the use of one extract for 1 alchemist die per extract level.   More Bombs: regain 1 use of your bomb ability per alchemist dice spent.   Quick-Brew Mutagen*: brew a new mutagen potion in 10 minutes (rather than 1 hour) by spending 1 alchemist dice. This is a time intensive action.  

Arcanist

Recover Reservoir: add one point to your arcane reservoir per arcanist die spent.  

Artificer

Gadget tune-up: Add a charge to up to one gadget of each gadget level up to the number of artificer dice spent (e.g. spend 3 artificer dice to add one charge to a 3rd, 2nd, and 1st level gadget).   Field repairs: artificer dice may be spent to heal a Clockwork Companion rather than yourself.  

Barbarian

Seethe: regain 2 rounds of rage per 1 barbarian die spent.   Warrior's Respite: When you spend barbarian dice on healing, you add your Constitution modifier to each die rolled.  

Bard

Song of rest*: By playing an inspiring tune through a short rest, you revitalize your allies. All allies are granted a number of healing dice equal to half the dice you spend (rounded up). The dice are of the class of each recipient. A character with levels in multiple classes may distribute these dice amongst their classes as they choose, but can gain no more dice in any one class than they have levels in it. This ability may only be used once per day. This is a time intensive action.   Refresh material: regain 2 rounds of bardic performance per bard die spent.  

Bloodrager

Channel Bloodline: regain 2 rounds of bloodrage per 1 bloodrager die spent.   Heritage reserves: regain one use of your 1st level bloodline power per bloodrager die spent. This ability is not available to the Arcane Bloodline, Imperious Bloodline, Solar Bloodline, or Vestige Bloodline.  

Brawler

Sparring Practice: Regain one use of the martial flexibility ability per 2 brawler dice spent.  

Cavalier

Combat Meditation: Regain one use of the challenge ability for 3 cavalier dice.   Tend Mount: cavalier dice may be spent to heal your mount rather than yourself.  

Cleric

Replenish reserves: regain 1 use of Channel Energy for 2 cleric dice.   Renew faith: regain the use of one of your domain powers for 4 cleric dice. If the power has a number of uses or a divisible duration equated to your class level or an ability score, you can choose to spend less than 4 dice to regain one use (or one minimum duration segment) per cleric die spent, or all regain all uses and full duration for the day for 4 cleric dice.  

Druid

Attune with nature: regain a use of the wild shape ability for 3 druid dice.   Tend companion: druid dice may be spent to heal your Animal Companion rather than yourself.  

Fighter

Gird self: You can spend fighter hit dice to gain temporary hit points equal to the value rolled. These temporary hit points are consumed first when damage is taken, and last until your next short or long rest.   Rally: You may spend fighter dice to recover 10 Stamina per die, up to your maximum stamina.  

Hunter

Tend companion: hunter dice may be spent to heal your Animal Companion rather than yourself.   Bonding Time: regain one minute of the animal focus ability per hunter dice spent.  

Inquisitor

Renewed Judgment: regain 1 use of the judgement ability for 3 inquisitor dice.   Focus Persecution: regain 1 round of the bane ability per inquisitor dice spent.   Truth Seeking: regain 1 round of the discern lies ability per inquisitor dice spent.  

Martial Artist

Inner calm: regain 1 chi per martial arts die spent.  

Magus

Channel reservoir: regain 1 point of your arcane pool for 2 magus dice.  

Monk, Shan Lun

Chi battery: regain 2 chi per monk die spent. A monk with zen devotion instead recovers 3 chi per monk die spent.  

Monk, Astoran

Ki battery: regain 1 ki per monk die spent.  

Omdura

Refresh invocations: regain one minute of the invocation ability per omdura die spent.   Refocus divinity: regain one use of divine touch per 2 omdura dice spent.   Channeled might: regain one use of divine might for 5 omdura dice.   Renewed bond: regain one minute of the divine weapon ability per omdura die spent.  

Oracle

Renewed Revelation: regain the use of one of your revelations for 4 oracle dice. If the revelation has a number of uses or a divisible duration equated to your class level or an ability score, you can choose to spend less than 4 dice to regain one use (or one minimum duration segment) per oracle die spent, or all regain all uses and full duration for the day for 4 oracle dice.  

Paladin

Renewed vengeance: regain 1 use of smite evil for 3 paladin dice.   Refocus divinity: regain 1 use of lay on hands for 1 paladin die.  

Ranger

Tend companion: ranger dice may be spent to heal your Animal Companion rather than yourself.  

Rogue

Perimeter Scout*: Spend 1 rogue die to carefully reconnoiter the immediate area. If a combat ensues as a result of the rest, you may elect to either negate the foes' element of surprise (if any) or begin the combat hidden in an advantageous position (DM discretion). If there is not a combat during the rest, you gain a useful piece of information about the surrounding area. What knowledge is obtained will be at DM discretion based on player priority, but examples can include: The best ingress/egress route, the presence or absence of hostile creatures, the presence or absence of traps, alarms, or patrolling guards, or the most defensible nearby location. This is a time intensive action.   Quick trap: craft a simple, single use trap by spending 1 rogue die per CR of the trap.   Cunning Preparation: regain the use of one of your limited use rogue talent abilities for 4 rogue dice. If the ability has a number of uses or a divisible duration equated to your class level or an ability score, you can choose to spend less than 4 dice to regain one use (or one minimum duration segment) per rogue die spent, or all regain all uses and full duration for the day for 4 rogue dice.  

Shadowdancer

Draw in shadows: regain one use of shadowstep for 2 shadowdancer dice, or one use of shadow jump for 5 shadowdancer dice.   Mend shadows: shadowdancer dice may be spent to heal your living shadow rather than yourself.  

Shifter

Animal focus: regain one minute of the shifter aspect ability per shifter die spent.   Channel inner beast: regain 1 hour of wild shape per shifter die spent.  

Skald

Song of vigor: By playing a rousing tune through a short rest, you revitalize your allies. For every 2 Skald dice you spend, you heal your allies for 1d8 hit points plus your Charisma modifier (roll once for each die and heal all allies that amount).   Refresh material: regain 2 rounds of raging song per Skald die spent.  

Slayer

Hone in: spend 4 slayer die to reset the time required to select a new quarry if you have proof of your previous quarry's death. Spend 8 slayer dice to reset the time required to select a new quarry without proof of death.  

Sorcerer

Heritage reserves: regain one use of your 1st level bloodline power per sorcerer die spent. This ability is not available to the Arcane Bloodline, Imperious Bloodline, Solar Bloodline, or Vestige Bloodline.  

Summoner

Refresh summoning: regain one use of the summon monster ability for 2 summoner dice.   Renew calling: regain one use of the maker's call ability for 4 summoner dice.   Strengthen bonds: regain one round of the merge forms ability per summoner die spent.   Tend Eidolon: summoner dice may be spent to heal your eidolon rather than yourself.   Revive Eidolon: re-summon a slain eidolon on the same day. The eidolon is returned at -1 hit points, but stable. This ability costs half your summoner die, rounded up.  

Swashbuckler

Relive old glory: regain 1 panache point per swashbuckler die spent.  

Warlock

Tend familiar: warlock dice may be spent to heal your familiar rather than yourself.  

Warpriest

Renew blessings: regain one use of the blessings ability per 2 warpriest dice spent.   Channel Fervor: regain one use of the fervor ability per 2 warpriest dice spent.   Bless Armor: regain one minute of the sacred armor ability per warpriest die spent.  

Wizard

Tend familiar: wizard dice may be spent to heal your familiar rather than yourself.  

Skill-Based Actions

Several skills have specific functions that can be used during a short rest.  

Heal*

Treat deadly wounds, Treat Wound from Caltrop, Spike Growth, or Spike Stones, Treat Disease, and Set Broken Bones can each be performed as a short rest action   Each of these actions is a time intensive action.  

Research*

If you have appropriate materials to reference (tomes, books, scrolls, etc) on hand, you may read through them in addition to your short rest action, allowing you to make a relevant Lore or Knowledge check with a +5 Circumstance Bonus.   Performing research is a time intensive action.  

Repairs*

You may attempt makeshift repairs on a Broken item to return it to usefulness, albeit temporarily. The DC of the relevant craft check is equal to the DC to craft the item. On a success, the item's Broken condition is temporarily replaced with the fragile quality. A weapon in this state regains the broken condition if a natural 1 is rolled on an attack, and armor in this state regains the broken condition if the wearer is hit by a natural 20. Other items roll a d20 each time they are used, and regain the broken condition on a natural 1.   Making repairs to an item

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