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Camp Actions

Camp Actions are things you can do during a long rest that make the most of your time—while adventurers need their beauty sleep (well, most of them), there’s always a few spare hours during a Long Rest you can spend in one of the following ways to better prepare yourself for the harrowing times to come.
A long rest is 8 hours long, and most adventurers need 6 hours of sleep. This leaves 2 hours of light activity in which to take a camp action from the following list.

Take Watch

Adventuring is dangerous, and adventurers often decide to long rest in strange places—sometimes it’s best to set a watch.
 

Craft

An adventurer that takes this action can make 2 hours of progress toward Crafting during a long rest. This progress is made at the end of the long rest. In order to take this action, the adventurer must have the related crafting tools on hand.
Requires a campfire, and any Wisdom Perception checks during this time are made with disadvantage.
 

Cook

A special form of the crafting Camp Action that can be taken with cook’s utensils. A hearty meal sits better than any trail rations... even when it is cooked from the simplest of ingredients. You and all willing creatures (willing to eat your cooking) regain an additional Hit Die from the long rest when it is finished.
If you have proficiency with cook’s utensils, creatures regain additional Hit Dice equal to your proficiency bonus.
Requires a campfire, and any Wisdom (Perception) checks during this time are made with disadvantage.
 

Prepare

The life of an adventure has many challenges and it is only natural a cautious adventurer would want to prepare for them. Select one ability score to prepare for the upcoming day and perform 2 hours of an activity that hones it for the challenges ahead (you could prepare Strength or Dexterity through stretches or exercises, Intelligence through studying, Wisdom through meditation, etc).
After you finish the long rest, you gain a Preparation die, starting at as a d6. Each time you make an ability check related to your chosen ability score, roll the Preparation die and add it to the result. The Preparation die decreases by one step each time it is rolled until depleted (d6, d4, d2, depleted).
May require a campfire, and any Wisdom (Perception) checks during this time are made with disadvantage.
 

Slumber

Sometimes a hard day of adventuring deserves a little extra shut eye. Taking this Camp Action is more akin to a camp inaction, and you get the full recommended 8 hours of sleep. During this deep slumber, automatically fail Wisdom (Perception) checks and your passive Perception is 0, however you reduce any levels of Exhaustion by 2 and awake with 1 inspiration.
Requires a campfire, and any Wisdom (Perception) checks during this time are made with disadvantage.
 

Task

Sometimes you will have a task that requires your time, but doesn’t fit into the above options. For example, copying spells to your spell book as a wizard. When engaging in such a task, you can replace your Camp Action with making 2 hours of progress toward that task.
May require a campfire, and any Wisdom (Perception) checks during this time are made with disadvantage.

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