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Resting
Resting is a gameplay mechanic used to restore lost hit points and depleted resources.
Overview[edit | edit source]
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[edit | edit source]
Long rests are primarily taken at camp. Taking a long rest passes the night, and costs 40 (80 in tactician or honour difficulty, up to 120 in custom difficulty) camp supplies.
Full rest[edit | edit source]
If having the required supplies, long rests restore the following:
- Hit points - all
- spell slots - all
- Resources - all
- Use of certain item actions
- Illithid power dialogue options
Partial rest[edit | edit source]
If lacking the required supplies, the party can instead take a partial rest, which restores the following:
- Hit points - up to half of their maximum, rounded down
- Resources - up to half of the character's maximum, rounded down
- Including class-specific resources such as spell slots,
Ki Points, and
Superiority Dice
- Including class-specific resources such as spell slots,
- Refreshing of cooldowns, including items, and class features like Song of Rest or Portent and most illithid powers
- Luck of the Far Realms is not restored as it costs a hidden resource that is a max of 1, which gets rounded down to 0.
Short rests are not restored when performing a partial long rest.
Consequences of long resting[edit | edit source]
Many origin, companion and camp follower interactions occur on long resting. Long rests can also advance certain time-sensitive content; additionally each act has a handful of quests that advance if the long resting.
Any Temporary bonuses with "Duration: Until Long rest" end.
Any effects of Elixirs end.
Short rest[edit | edit source]
Twice per long rest, the party can take a short rest without travelling to the camp, which restores the following things. Characters that are not in the active party do not benefit from short rests; they do not regain hit points or resources.
- Hit points - up to half of their maximum, rounded down
- Resources:
- Bards of level 5 or higher regain their Bardic Inspiration charges
- Clerics regain their Channel Divinity charges
- Druids regain their Wild Shapes
- Fighters regain the use of their Action Surge and Second Wind abilities, and their Superiority Dice
- Monks regain their Ki
- Paladins regain their Channel Oath charge
- Warlock regain their spell slots
- Uses of weapon actions
- Illithid Powers:
Additional Types[edit | edit source]
There are additional features ingame which function similarly to taking a rest;
- The level 2 Bard feature functions identically to a short rest.
Potion of Angelic Reprieve functions as a short rest (in addition to recovering all expended
and
Spell Slots), if the character consuming it is left asleep, uninterrupted, for 2 turns.
Potion of Angelic Slumber functions as a long rest, if the character consuming it is left asleep, uninterrupted, for 2 turns.
- restores the party as if they took a long rest, revives any downed party members, and can even be used in combat. However, any form of Divine Intervention can only be used once per character in the entire game.
- Using a Restoration Pod found aboard the Nautiloid in the prologue or the Mindflayer colony in Act Two, the boudoir in the House of Hope in Act Three, or in High Hall, also in Act Three, restores the party as if they took a long rest, without ending relevant effects like or Elixirs.