rest

Short Rest

A short rest is a period of downtime, at least 1 hour long, during which you do nothing more strenuous than eating, drinking, reading and tending to wounds.
At the end of a short rest:

  • Spend one or more hit dice to heal. For each hit die spent, roll the die and add your Constitution modifier to see how many hit points you recover.
  • A bard can use Song of Rest during a Short Rest to give everyone who spent hit dice during that rest an extra 1d6 hit points (roll once for all characters)
  • Higher-level bard regains inspiration dice
  • Warlocks regain spell slots and Fey Presence and Misty Escape abilities
  • Once per day, Wizards can regain spell slots equal to half (rounded up) their wizard level
  • Characters can receive the benefit of an Inspiring Speech
  • Druid regains wildshape

Long Rest / Sleep

  • Synonymous with a good night’s sleep

A long rest is a period of extended downtime, at least 8 hours long, during which you sleep or spend no more than 2 hours performing light activity: reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, or similar adventuring activity—you must begin the rest again to gain any benefit.
At the end of a long rest, you regain all lost hit points. You also regain hit dice equal to half your character level (rounded down).

Elves gain the full benefits of a long rest by meditating for 4 hours.

  • You can’t benefit from more than one long rest in a 24-hour period
  • You can’t begin a long rest until you have been awake for at least 16 hours
  • You have to have at least 1 hit point at the start of the rest to gain its benefits.

Other Long Rest Recovery:

  • All powers regained from a short rest
  • All spell slots
  • Clerics, Druids and Wizards regain the ability to clear their prepared spell lists
  • Grave Cleric Eyes of the Grave ability
  • Temporary hit points go away
  • Magic items regain some of their charges
  • Conjurer Benigh Transposition

Long Rest and Adverse Conditions

Uncomfortable or stressful circumstances make it difficult to benefit from a long rest. An ability check might be required to get any benefit from a long rest in the following situations:

  • Extreme Weather (heavy rain or snow without shelter): DC20 CON save
  • Sleeping in Armor: Light (DC10), Medium or shield (DC15), Heavy (DC20) CON save
  • Extreme Stress (sounds of torment, undead haunting, in Leomund’s Tiny Hut with hostiles directly outside): DC15 WIS save

foregoing sleep

  • After 24 hours finishing a long rest → DC10 CON save or +1 exhaustion
  • DC increases by 5 for each 24 hours without sleep

rest

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