Excursion Resting
Excursion resting replaces the standard Short Rest and Long Rest rules with a single rest type that scales by location and consecutive nights.
Taking A Rest
A rest is a period of extended downtime — at least 8 hours. During a rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity (reading, talking, eating, standing watch). After you finish a rest, you must wait at least 16 hours before starting another one.
Interrupting the Rest. Stopped by: rolling initiative, casting a spell other than a cantrip, or taking any damage. You can resume after an interruption, adding 1 hour per interruption to the rest.
Night's Rest
A standard rest. Gain the following benefits:
- Spend Hit Dice. Roll any number of your Hit Dice, adding your Constitution modifier to each. Regain HP equal to the total (minimum 1 per die).
- Short Rest Features. Any feature that recharges or interacts with a short rest does so now.
Good Rest
Taking 3 consecutive night's rests in the same location is a good rest. Gain the following benefits:
- Regain All HP. Restore all lost hit points and all spent Hit Dice. If your hit point maximum was reduced, it returns to normal.
- Restore Ability Scores. Any reduced ability scores return to normal.
- Reduce Exhaustion. Your exhaustion level decreases by 1.
- Long Rest Features. Any feature that recharges or interacts with a long rest does so now.
Safe Haven
A single night's rest in a safe haven counts as a good rest. A safe haven is a location where the characters feel safe, secure, and comfortable enough to fully relax. The GM determines what qualifies. Tiny Hut doesn't count (secure but not comfortable); Magnificent Mansion likely does.
Relaxing
Spend 4 hours of downtime to regain one spent Hit Die.
Sanctuary
Leave a ritual offering of 100 GP at an active holy site to take a night's rest there in 10 minutes instead of 8 hours.
Tags
References
- 5e - Supplemental - Hexploration v1.1.pdf