Tactical Down Time
A party can 'rest' for 'tactical down time.' Tactical Down Time takes ten minutes. Benefits of TDT: You can spend 1 HD for healing. You can recover 1 spell slot of 5th level or lower. You can recover one ability that normally requires a short rest. You can only choose one of these benefits for TDT, and you gain the benefits at the end. If Tactical Down Time is interrupted, the time accrued so far is lost. Tactical Down Time cannot be used for crafting and does not count as any time at all for sleeping.
Short Rest
A Short Rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a Short Rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains Hit Points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a Long Rest, as explained below.
Long Rest
A Long Rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting Spells, or similar Adventuring activity—the characters must begin the rest again to gain any benefit from it.
At the end of a Long Rest, a character regains all lost Hit Points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a Long Rest.
A character can’t benefit from more than one Long Rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Extended Rest
An Extended Rest is a period of 7 days or more during which a character engages in no adventuring activity. Crafting, carousing, and other downtime activities aside, this is the period "between adventures". A character must see to their needs as well as any expenses involved.
Lifestyle |
Price/Day |
Wretched |
- |
Squalid |
5 cp |
Poor |
1 sp |
Modest |
2 sp |
Comfortable |
8 sp |
Wealthy |
1 gp |
Aristocratic |
10 gp minimum |
As well as any of the activities for downtime described in RAW, Extended Rest can be used to improve the community. While spending at least 5 sp/day into the community, the local wealth can be improved by +1 per season (3 months) spent focusing on improvement and charity.
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