Rest

Rest is an essential part of any adventurer’s life. The party needs time to sleep, eat, heal wounds and refresh their minds for spellcasting. Adventuring party can take two types of rest: short and long.

## **Short Rest**

Short rest is a brief period of downtime, lasting 1 hour. During that time, characters do not exert themselves beyond eating, reading and tending to their wounds. There is no limit to how many Short Rests a party can take during a day (besides the obvious limit of hours in the day). After the Short Rest is finished, several things can be done:

* **Regaining HP**. Each adventurer can spend his Hit Dice to regain some HP. A character has a number of Hit Dice equal to his level and for each one he spends, he rolls a die and regains HP equal to the result.
* **Attuning items.** Each adventurer can forget his attunement to one item and attune to one item that requires attunement.
* **Arcane Recovery**. Any Wizard of at least level 2 can use his Arcane Recovery feature to recover a number of expended spell slots (max 5th level) up to half of his wizard level, rounded up. This feature can only be used once per Long Rest.
* **Mana Tap.** Sorcerer Mana Painter of at least level 6 regains a number of Sorcery points equal to half his Sorcerer levels (rounded up). This feature can only be used once per Long Rest.
* **Recycling.** Ranger Marksman of at least level 7 can craft arrows.
* **Abilities Recharge.** Some class abilities recharge: Shadow Dodge of the Rogue Shadowcaster, Mana Drain of the Sorcerer Mana Painter, Action Surge of the Fighters.

## **Long Rest**

A long rest is an extended period of downtime, lasting 8 hours. During this time, the adventuring party sleeps, meditates and engages in light activity, like talking, reading, eating. One of the party members is also always standing watch while the others are sleeping. Only one long rest can be taken during any 24-hour period.

* **Regaining HP.** The party is fully healed, regaining all their HP points.
* **Hit Die Restoration.** Each character regains some of his spent Hit Dice – up to a number equal to half of his total Hit Dice (rounded up).
* **Spell Preparation.** Clerics, Wizards and Paladins can change their prepared spells.
* **Attuning items.** Each adventurer can forget his attunement to one item and attune to one item that requires attunement.
* **Abilities Recharge.** Some class abilities recharge: Mana Tap of the Sorcerer Mana Painter, Arcane Fury of the Wizard Shock Arcanist, Entangling Shot of the Wizard Greenmage, Channel Divinity of Clerics, Call Upon Fire of the Cleric Elemental (Fire), Call Upon Cold of the Cleric Elemental (Cold), Call Upon Thunder of the Cleric Elemental (Lightning), Divine Fortitude of the Cleric Battle, Divine Lore of the Cleric Insight, Action Surge of the Fighters, Indomitable of the Fighters, Shadow Dodge of the Rogue Shadowcaster,
* **Spell Restoration.** Wizards, Clerics, Paladins and Rangers regain all their spent spell slots. Sorcerers regain their Sorcery Points.
* **Recycling.** Ranger Marksman of at least level 7 can craft arrows.
* **Sacrifice Restoration.** Sorcerer Child of the Rift regains HP sacrificed with his Offering to the Rift feature.