Gritty Regen

## Gritty Realism Rest Variant

This campaign uses a version of the "Gritty Realism"
variant rest rules from the Dungeon Master's Guide. The following rules
apply.

* **Short Rest:** In order to complete a short rest, a creature must follow all of the requirements for a long rest in the standard rules. i.e., a short rest takes 8 hours of extended downtime, only one short rest can be accomplished in a 24 hour period, etc.

* **Long Rest:** A creature gains the benefits of a long rest only after completing a short rest on a morning whose date ends in 0 or 5 (the 5th, 10th, 15th, and so on). For example, when a creature completes a short rest on the morning of the 25th day of the month, they gain the benefits of a long rest. See the page on the in-world Calendar for more information.

## Exceptions and Clarifications

* **Exhaustion:** One level of exhaustion is removed by the successful completion of a short rest.
* **Preparing Spells:** If your class normally chooses prepared spells each long rest, you now choose prepared spells each short rest.

* **Recurring Effects:** Diseases, spells, and other conditions that normally cause recurring effects on a long rest now cause those effects on a nightly (short rest) basis.

* **Magic Items:** Magic item charges and recharge times are altered on a case by case basis. As a general rule, most magic items that would normally recharge or regain charges daily instead recharge each long rest.

* **Attunement:** Attuning to a magic item requires an hour of uninterrupted focus, instead of the normal requirement of a short rest. The same rule applies to learning a magic item's properties by studying it.

* **Crafting Magic Items:** The rules for crafting magic items are adjusted to reflect this rest variant, as detailed in Rules for Crafting Magic Items.
* **Spells:**Certain rest- and shelter-related spells have been modified to accommodate this variant (see Modified Spells). In general, the rule of thumb is that a spell that is intended to last for the duration of a short or long rest has its duration increased to match the variant rule. Spells with special effects caused by repeatedly casting the spell may now function differently. For instance, a *teleportation circle* can now be made permanent by casting it at the same location once every five days, instead of once every day.
* **Spell Slots / Mana:** This campaign uses a spell point variant system in place of spell slots. See the Spell Points page for details.

## Class-Specific Exceptions and Clarifications

**Warlocks**

* The Eldritch Invocation *Gift of the Depths* normally allows you to cast *water breathing* once per long rest. Under this variant, you can instead cast *water breathing* once per short rest.

## General Disclaimer

Some other effects or mechanics that normally require a short rest may only require an hour of downtime in this variant. These will be
 evaluated on a case-by-case basis as they come up. Unless specifically
ruled otherwise, any effect or mechanic that normally requires a short
rest still requires a short rest.

Some other effects or mechanics that normally require a long rest may only require a short rest in this variant. These will be
evaluated on a case-by-case basis as they come up. Unless specifically
ruled otherwise, any effect or mechanic that normally requires a long
rest still requires a long rest.