More actions
Resting is the primary way the player and their companions can restore lost Hit Points and uses of their Spell Slots, class abilities, and certain items.
There are two types of resting: Long Rests and Short Rests.
Long Rest
Ends the day and restores all of the following:
- All Hit Points
- All uses of Spell Slots
- All class ability uses
- All Short Rests available to the party
- Use of certain item actions
- Once-per-long-rest special Illithid Power dialogue options
Many Companion interactions and dialogues will occur when Long Resting. Long rests can also advance certain time-sensitive story elements.
To begin a Long Rest, use the Waypoint system or the Resting icon to go to the Campsite and interact with one of the bedrolls around the campfire, the campfire itself, or use the Long Rest button again when inside the Campsite. A long rest requires expending 40 Camp Supplies (regardless of the number of characters in the party this amount is always 40).
Alternatively, the player can do a Partial Long Rest, by not expending 40 Camp Supplies.
When performing a partial rest, the Long Rest will instead only do the following:
- Restore Hit Points up to half of their maximum
- Restore up to half of the character's maximum Spell Slots
Short Rests are not restored when performing a partial rest.
Short Rest
Twice per Long Rest, the party can take a Short Rest. This heals each party member for an amount of Hit Points equal to half their maximum (rounded down). Some classes also receive additional benefits from short rests, including but not limited to:
- Warlocks regain their Spell Slots
- Clerics regain their Channel Divinity charge
- Paladins regain their Channel Oath charge
- Fighters regain the use of their Action Surge ability
In addition, all uses of Weapon Actions are restored by Short Resting.
The level 2 Bard ability, Song of Rest, can grant the party an additional Short Rest.