| name | rest |
| description | Handle short rests, long rests, and camping to recover HP, spell slots, and abilities. Use this when the player wants to rest or camp. |
Rest & Recovery
Handle short rests, long rests, and camping.
Table of Contents
Workflow Checklist
Copy this checklist and mark each step complete as you go:
- [ ] 1. Load character & campaign state
- [ ] 2. Determine rest type (short or long) and apply recovery
- [ ] 3. Roll rest safety check for interruptions
- [ ] 4. Campfire event (long rest flavor, optional)
- [ ] 5. Handle consumable use (rations, kits, study, crafting)
- [ ] 6. Check exhaustion levels
- [ ] 7. Update state files (HP, hit dice, spell slots, time, rations)
1. Load State
Read character and campaign files for:
- Current HP / Max HP
- Hit dice remaining (total = character level, size = class hit die)
- Spell slots used
- Conditions and exhaustion
- Current location and time of day
- Active quests with deadlines
2. Rest Type
Open the scene with a header banner (see RULES.md § "Display Formatting — Scene Banners") using the 🏕️ REST scene type, showing the rest type and current location.
Short Rest (1 hour)
Available anywhere that's reasonably safe. During a short rest:
-
Spend Hit Dice to heal:
- Player chooses how many hit dice to spend (up to remaining pool)
- For each:
🎲 [Hit Die] + CON modifier = HP restored
- Show each roll and running total
- Hit dice are NOT replenished (only on long rest)
-
Class features that recharge on short rest:
- Fighter: Second Wind, Action Surge
- Barbarian: Rage (does not recharge — long rest only)
- Monk: Ki points
- Bard: Bardic Inspiration dice (at level 5+ with Font of Inspiration)
- Cleric: Channel Divinity
- Warlock: Pact Magic spell slots
- Druid: Wild Shape uses (recharge on short rest)
-
No spell slot recovery (except Wizard's Arcane Recovery: once per day, recover spell slots with combined level ≤ half wizard level, rounded up)
-
Advance time by 1 hour.
Long Rest (8 hours)
Requires a safe or defended location. Must not have long-rested in the last 24 hours.
- Full HP recovery: Restore all HP to maximum
- Hit Dice recovery: Regain half your total hit dice (round down, minimum 1)
- All spell slots restored
- All short-rest features restored
- Reduce exhaustion by 1 level (if any)
- Conditions: Most expire. Diseases and curses persist.
Advance time by 8 hours. (Elves trance for 4 hours instead of sleeping, but still require a full 8-hour long rest.)
3. Rest Safety Check
Before the rest completes, roll for interruptions:
Safe Location (town inn, temple, warded camp)
- d20: Interrupted only on a natural 1
- If interrupted: Minor disturbance (noise, bad dream, visitor)
Wilderness / Moderate Danger
- d20: Interrupted on 1–4
- If interrupted: Random encounter (roll on encounter table)
- Player on watch gets a Perception check to detect the threat early
Dangerous Area (dungeon, enemy territory)
- d20: Interrupted on 1–8
- If interrupted: Combat encounter at disadvantage (surprised if Perception fails)
- Long rest may need to be restarted if combat takes more than 1 hour
Watch Rotation
If camping in the wild, ask who takes which watch shift:
- First watch: Hours 1–3
- Second watch: Hours 4–6
- Third watch: Hours 7–8
Characters on watch don't benefit from sleep during their shift but still complete the long rest.
4. Campfire Events (Long Rest Flavor)
Roll d8 for an optional campfire moment to add role-playing flavor:
| d8 | Event |
|---|
| 1 | A distant howl — something is out there |
| 2 | Clear sky — beautiful stars, character reflects on their journey |
| 3 | A small woodland creature visits the camp |
| 4 | One character has a vivid dream (potential foreshadowing) |
| 5 | The fire crackles unusually — shapes seem to form in the flames |
| 6 | A distant traveler passes by — brief interaction or ignored |
| 7 | Rain begins — test the quality of the camp setup |
| 8 | Perfect peace — gain inspiration (advantage on one roll next day) |
5. Consumable Use During Rest
Players may use rest time to:
- Eat rations (consume 1 ration per long rest, or forage with Survival DC 10)
- Apply healing kits (stabilize a dying creature without a Medicine check; 10 uses per kit)
- Study spellbook (Wizard: swap prepared spells)
- Craft (if they have tools and materials — Crafting check)
- Pray (Cleric: commune with deity for guidance — Religion DC 15 for a divine hint)
If no rations and foraging fails: Track days without food. A creature can go 3 + CON modifier days (minimum 1) without food before suffering effects. After that, gain 1 level of exhaustion per additional day without food. A normal day of eating resets the count.
6. Exhaustion Reminder
Exhaustion has 6 levels (disadvantage on checks → speed halved → disadvantage on attacks/saves → HP halved → speed 0 → death). One level removed per long rest. Emphasize the stakes if exhaustion is building.
7. Update State
Display a rest summary (see RULES.md § "Display Formatting — Rest Summary") showing HP recovery, hit dice changes, spell slot restoration, and ration consumption before updating state files.
After rest:
- Update character HP, hit dice, spell slots, conditions
- Update campaign time (advance hours appropriately)
- Record any encounters or events in the session log
- Update ration count if applicable
- Check for quest deadline impacts due to time passing
- Close the scene with a status footer (see
RULES.md § "Display Formatting — Scene Banners")