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Short and Long Rests


“A moment of respite, a chance to steel oneself against the coming horrors.”
D&D’s rules for rest and recovery were made in mind of a fantastical, almost superhuman setting. However, those rules do not fit the pacing for Defilar’s world or encounters, nor do they fit the tone of the world as a whole. Below are the changes made to the two types of rest, along with an additional rest type:  

Short Rests

Short rests now only serve to regain applicable class features. In addition, short rests also remove exhaustion if the resting character only has one level of exhaustion. It does not restore HP, nor can the character expend hit dice (partially because this campaign does not utilize them).   A short rest can be taken anywhere, provided the characters can sit down and do not have to expend significant effort for an hour. A character currently suffering from an untreated injury applied by a Death Check can take the time during a short rest to treat the wound, preventing further damage, provided they have the means. However, they will not regain class features.   A character with exhaustion will lose that exhaustion if it is level 1 exhaustion or less. A character with further exhaustion will not lose any levels.  

Long Rests

A long rest requires characters to have access to an area comfortable and safe enough to sleep in. They must also have access to food and water, along with medical supplies if they wish to regain hit points. A long rest takes place over the course of eight hours, during which the characters can perform actions no more strenuous than setting up camp, treating wounds, or walking short distances. Six of the eight hours must be spent sleeping. A character that participates in a valid long rest loses 2 levels of exhaustion.   The healing a character receives from a long rest depends on the extent of their injuries and the skill of the application of medicine. When taking a long rest, one character can make up to 3 Wisdom (Medicine) checks—they can perform more, but doing so would invalidate the long rest for them. The benefits a character gains depends on the result of the medicine check, with the DC of the check depending on the target’s condition. On a successful check, the target regains HP equal to 1d4 + the check performer's total bonus to their Wisdom (Medicine) checks. On a failure, the target only regains 1d4 HP. See the DC for the checks below.
Target's ConditionMedicine Check DC
Above 50% of max HP 12
Below 50% of max HP 15
Has an injury from a Death Check 18, regains no HP on a failure
A character can only take up to 2 effective long rests without taking a Restorative Rest. After the 2nd, further long rests will not restore the character’s hit points or class features.  

Restorative Rest

For a character to fully recover for the strain of battle, they have to do more than nap on the ground for a bit. Restorative Rest requires quality sleeping conditions, food, water, and medical supplies—it cannot take place in a location the DM determines to be insufficient. Such places include in a tent in the wilderness, up in a tree, or on the floor of a cave. Restorative rest occurs over the course of 10 days (a week on the standard calendar), and, if all conditions are met, the participating characters regain all hit points.   Restorative rests also remove Stress from the character. The amount removed is dependent on the character's lifestyle over the course of the rest.  
Rest TypeRegains Class FeaturesRegains Hit PointsRemoves ExhaustionTimespan
Short Rest If specified they restore after a short rest No Only if it is level 1 1 Hour
Long Rest Yes, all Yes, amount varies Removes 2 exhaustion levels 8 Hours, 6 spent sleeping
Restorative Rest Yes, all Yes, all Hit Points Removes all exhaustion levels 10 Days

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