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Resting is a gameplay mechanic used to restore lost hit points and depleted resources.
Rests can be either long or short. Long rests restore all lost hit points and spent resources, whereas short rests restore a limited amount of hit points, and a smaller variety of resources.
Long rest
Long rests are primarily taken at camp and restore the following:
- All hit points
- All spell slots
- All resources
- Use of certain item actions
- Illithid power dialogue options
Taking a long rest passes the night, and costs 40 or 80Tactician camp supplies. If the party lacks the required supplies, they may instead take a partial long rest, which restores the following:
- Restore hit points up to half of their maximum.
- Restore up to half of the character's maximum spell slots, rounded down.
- This also includes class-specific resources such as Ki Points and Warlock spell slots.
Short rests are not restored when performing a partial long rest.
Many origin, companion and camp follower interactions will occur when long resting. Long rests can also advance certain time-sensitive content.
Short rest
Twice per long rest, the party can take a short rest, which restores the following:
- Hit points up to half of their maximum (rounded down)
- Uses of weapon actions
- Warlock spell slots
- Clerics regain their Channel Divinity charges
- Druids regain their Wild Shapes
- Paladins regain their Channel Oath charge
- Fighters regain the use of their Action Surge ability
- Bards of level 5 or higher regain their Bardic Inspiration charges
- Monks regain their Ki
The level 2 bard feature has identical effects to a short rest.
Potions
There are two potions available for simulating a rest. The effects of these potions are slightly modified compared to the standard long and short rests:
- Potion of Angelic Slumber (long rest)
- Potion of Angelic Reprieve (short rest)