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:

Good Rest

Taking 3 consecutive night's rests in the same location is a good rest. Gain the following benefits:

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.


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