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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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