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       #Post#: 644--------------------------------------------------
       Resting and Healing
       By: Rognvaldr Date: January 13, 2015, 2:56 pm
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       Gritty Realism
       Short rests. A period of extended downtime, at least 8 hours
       long, during which a character sleeps or performs light
       activity: reading, talking, eating, or standing watch for no
       more than 2 hours. If the rest is interrupted by a period of
       strenuous activity—at least 1 hour of walking, fighting, casting
       spells, or similar adventuring activity— the characters must
       begin the rest again to gain any benefit from it. At the end of
       a short rest, a character regains 1/4 of his Hit Dice. He may
       also expend any number of Hit Dice if a healing kit was used on
       him. For example, if a character has  four of his eight Hit Dice
       remaining, he regains 2. A character can’t benefit from more
       than one short rest in a 24-hour period, and a character must
       have at least 1 hit point at the start of the rest to gain its
       benefits.
       Long rests. Spending 72 hours of light activity and relaxation:
       reading, talking, eating, or watching television. If the rest is
       interrupted by a period of strenuous activity—exhausting labor,
       fighting, casting spells, or similar adventuring activity— the
       characters must begin the rest again to gain any benefit from
       it. During a long rest a character may spend all remaining hit
       dice. After a long rest a character regains all expended hit
       dice and then may use any number of them.
       Healing
       Healer's Kit Dependency. A character can't spend any Hit Dice
       after finishing a short rest until someone expends one use of a
       healer's kit to bandage and treat the character's wounds. If the
       user of the healer's kit is trained in Medicine, you roll a
       Medicine check, the result determines the number of hit dice
       that you may reroll for your allies. Someone administering this
       aid would break the light activity rules for a short rest and
       therefore not be able to expend hit dice himself.
       Healing Surges. As an action, a character can use a healing
       surge and spend up to half of his Hit Dice total. For each Hit
       Die spent in this way, the player rolls the die and adds the
       character's Constitution modifier. The player can decide to
       spend an additional Hit Die after each roll. After using a
       healing surge, you suffer 1 level of exhaustion.
       A character who uses a healing surge can't do so again until he
       finishes a short or long rest.
       A character may regain all expended Hit Die at the end of a long
       rest and after a short rest he regains Hit Die equal to his
       level divided by four (rounded up).
       You can make a DC 15 Medicine check to allow a creature to use
       their healing surge without the creature having to use their
       action.
       Slow Natural healing. Characters don't regain hit points at the
       end of a long rest. Instead a character can spend Hit Dice to
       heal at the end of a long rest, just as with a short rest.
       Recovering Spell Slots
       Whenever you able to expend a hit die, you may recover Spell
       Slots instead of HP. You spend a hit die for every Spell slot
       Level. For example, if you spend 5 hit die to recover spell
       slots, you may recover one 5th level slot, five 1st level slots,
       or any variety of combinations that up to 5 levels. Of course,
       you may not regain spell slots of a level that you cannot cast.
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