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A long rest is a period of extended downtime, at least 8 hours long, during which a creature sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. 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 creatures must begin the rest again to gain any benefit from it. |
A long rest is a period of extended downtime, at least 8 hours long, during which a creature sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. 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 creatures must begin the rest again to gain any benefit from it. |
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{{Note|Your {{GM}} may decide on a different time period or conditions for a long rest.}} |
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Some {{L|Category|Long rest abilities|Abilities}} (such as {{L|Ability|Elder Sorcery Creation}}) have "long rest" as their execution time. A creature may choose to do ''one'' of these during their long rest. |
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At the end of a long rest, a creature regains all lost {{L|Core|HP}}. The creature also regains spent {{L|Core|HP|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 creature has eight {{L|Core|HP|Hit Dice}}, he or she can regain four spent {{L|Core|HP|Hit Dice}} upon finishing a long rest. If a creature has {{L|Core|HP|Hit Dice}} of different amounts, they can choose which to regain. |
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At the end of a long rest, a creature regains all lost {{L|Core|HP}}. The creature also regains all spent {{L|Core|HP|Hit Dice}}. |
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{{Core|name=Long Rest|}} |
{{Core|name=Long Rest|}} |
Latest revision as of 00:53, 29 January 2025
A long rest is a period of extended downtime, at least 8 hours long, during which a creature sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. 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 creatures must begin the rest again to gain any benefit from it.
Note: Your GM may decide on a different time period or conditions for a long rest.
Some abilities (such as Elder Sorcery Creation) have "long rest" as their execution time. A creature may choose to do one of these during their long rest.
At the end of a long rest, a creature regains all lost HP. The creature also regains all spent hit dice.