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House rules, Effect of rests

Effect of rests

As heroic as they may be, adventurers can't spend every hour of the day in the think of exploration, social interactions and combat. They, like everyone else, need rest - time to sleep and eat, tend to their wounds, refresh their minds and spirits, and brace themselves for further adventure.   There are three different kinds of rest that adventurers can take as explained below.  

Short Rest

  Short rests require one hour of light effort, no more than sitting and talking, tending to wounds and the like. You gain the following benefits when you complete a short rest:
  • You can spend one or more Hit Dice to recover hit point, up to the character's maximum number of Hit Dice. For each Hit Dice spend in this way, you roll the die and add your Constitution modifier to it. You regain hit points equal to the total. You can decide to spend an additional Hit Die after each roll. You regain spend Hit Dice upon finishing an extended rest, as explained below.
  • You reduce your Mental Energy Drain by your proficiency bonus.
  • You can spend a Hit Dice in order to reduce your Mental Energy Drain by your proficiency bonus again. You can continue to do this as long as you have available Hit Dice to spend and Mental Energy Drain to reduce. You do not can hit points when you spend Hit Dice in this way.
 

Long Rest

  A long rest requires around eight hours of rest, six of which must be spent sleeping and the other two in light activity, such as being on watch, reading or conversing with others. You gain the following benefits when you complete a long rest:
  • You recover hit points equal to the maximum value of your Hit Die (e.g. 8 for a 1d8) plus your Constitution modifier. This does not count as using a Hit Die.
  • You reduce your Mental Energy Drain by twice your proficiency bonus.
  • You can spend one or more Hit Dice to recover hit point, up to the character's maximum number of Hit Dice. For each Hit Dice spend in this way, you roll the die and add your Constitution modifier to it. You regain hit points equal to the total. You can decide to spend an additional Hit Die after each roll. You regain spend Hit Dice upon finishing an extended rest, as explained below.
  • You can spend a Hit Dice in order to reduce your Mental Energy Drain by your proficiency bonus again. You can continue to do this as long as you have available Hit Dice to spend and Mental Energy Drain to reduce. You do not can hit points when you spend Hit Dice in this way.
 

Extended Rest

  An extended rest requires at least a couple of days in a safe place, where you can sleep, relax and tend to your wounds without threat of interruption. Extended rests often mark the end of an adventure, or at least a significant break in the action. You gain the following benefits at the end of an extended rest:
  • You regain all of your hit points.
  • You recover all of you Hit Dice.
  • You Mental Energy Drain is set to 0.

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