BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Short & Long rest

Short & Long rest can sometimes feel a bit "easy" in the original ruleset of 5e when you think of the benefit that it has. Because of this, we are using different rules for "Short & Long rest.   When it's time to rest, may it be long or short, please refer to these sets of rules.

Taking a short rest

A short rest is a period of downtime, at least 1 hour long, in which characters sit down to perform a few basic tasks. During a short rest, you can spend hit dice, bind your injuries, and consume some essential supplies—but anything more intensive will require you to settle down and Setting up Camp for a longer stay.   Basic Activities
  • Recover Hit points
  • Spend your hit dice to recover some lost hit points. If the Bloodied condition is in effect and you have lost half of your hit points, you will need to use a first-aid kit—or similar medical supplies—to spend any hit dice.
  • Regaining Class/Racial Features
  • Some classes and races regain powers after a short rest is completed—monk ki, warlock spell slots, Dragonborn breath weapon, etc. Check your character sheet to see which features you recover.
  • Eat and drink
  • If Survival Conditions are in effect, you can use this time to satiate your hunger or thirst. In addition, if you are suffering from exhaustion caused by one or more of your survival conditions, you can remove it if that condition has sufficiently improved.
  • Recover Magical Burnout
  • If you are suffering from Magical Burnout, you can spend some hit dice to recover and—hopefully—prevent any dangerous burnout consequences in the future.
  • Treat wounds
  • If you are suffering from any lingering wounds, you can treat them if you have sufficient first-aid resources.
  • Research/Investigate
  • You spend your time researching, reading, or investigating something within reach—such as an encrypted book, an unfamiliar insect, a strangely carved monolith, or an unidentified magic item.
 

Taking a long Rest

Eventually, everyone wants to come home— home is where the heart is. A place to put your feet up, reflect on your recent adventures and prepare for adventures yet to come. This defines the long rest period and activities you might pursue during your downtime.   A long rest is a period of extended downtime, at least 1 week long, in which your character performs downtime activities and pursues their own interests. This is your life between adventures—a chance to slow down, explore the setting, and mingle with NPCs in relative safety. Follow these 6 steps for each week of rest:  
  • Sell loot: Trade in any loot and treasure—gemstones, paintings, fine goblets—gained on your adventures and gain gold and experience.
  • Choose lifestyle: Choose your quality of lifestyle for the week—wretched, squalid, poor, modest, comfortable, wealthy, or aristocratic. You'll usually need to pay for this upfront.
  • Choose primary activity: Choose your primary downtime activity and pay any relevant costs.
  • Hear rumors: While resting, your adventuring party learns of three rumors. Some of these rumors may be false, or only mostly true—you'll have to investigate further to see for yourself.
  • Perform secondary activities: You can do 2 other small, secondary activities during your week—meet someone, go shopping, relieve some stress, etc.
  • Settle up: It's the end of the week—gain the result of your primary activity (level up, wages, information, etc) and check to see if your wounds and Afflictions recover.

Choose your lifestyle

   
  Your lifestyle determines the level of comfort you live in during your week and the types of people you'll be surrounded by—if you aim to meet nobles and other aristocrats, you'll need to support an expensive lifestyle. The Lifestyle Conditions table shows the lifestyle cost for an adventurer in gold pieces per week, and the condition it leaves you in at the end of the week.   Renting VS Owned property   The lifestyle costs above assume that you are renting your living quarters—inns and taverns, while convenient for travelers, are not cheap. But sometimes a character comes to own property that offers a particular lifestyle—a poor farmhouse, a modest hut, an aristocratic mansion—either by buying one, building one, inheriting one, or being rewarded with one. If you own the property you're staying in, the cost for that lifestyle quality is halved—however, you still pay the full expense for any other lifestyle. If you own property, you must pay 50% of the lifestyle cost to maintain it each week—whether you use it or not. If you rent it out to other occupants, it generates an income or equivalent value instead.   Maximum Hit Points & Hit Dice Your lifestyle has a major impact on your health. Once you complete a long rest, update your maximum hit points and starting hit dice to match your lifestyle.  

Pick a primary activity

  During your long rest, you'll have time to pursue a primary interest. This is the main focus of your week and something you spend roughly half of each day on, leaving a quarter-day for sleep and a quarter for miscellaneous activity—shopping, eating, basic socializing, etc. You only have time to perform one primary activity per week—this is your primary focus for the days ahead. Choose one from the suggestions below, or discuss one with your GM.  
 

Settle Up

At the end of your week, settle up your debts and reap any rewards from your primary activity. Check to see if any of your long-term wounds or injuries have healed, and start preparing for your next adventure.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!