A short rest is a period of downtime, about 10 minutes long, during which you catch your breath, eat, drink, and clean and bind wounds. Certain abilities and items, such as a healer’s kit, allow you to spend one or more of your Second Wind during a short rest, up to your maximum number of Hit Dice. Once you have spent all your Second Wind, you must take a long or complete rest to regain them. You recover non-lethal hit points at the end of a long rest. See Resting Conditions and Food, below, for more details.
A long rest is a period of extended downtime, about 5 hours long, during which you sleep, and can also perform light activity: reading, talking, eating, or standing watch, but for no more than 2 hours of the rest period. If you take any strenuous action during a long rest, such as attacking, taking damage, or casting a spell, you must start the long rest over. You must have at least 1 hit point to take a long rest. You cannot benefit from more than one long rest in a 20-hour period. You recover non-lethal and lethal hit points at the end of a long rest. See Resting Conditions and Food, below, for more details.
A complete rest is like a long rest, except that it must be for 20 hours, during which you must spend 5 hours sleeping, and can also perform light activity for the remaining 15: reading, talking, eating, or standing watch. If you take any strenuous action during a complete rest, such as attacking, taking damage, or casting a spell, you must start the complete rest over; however, if the time already spent would have counted as a long rest, it counts as one. You recover non-lethal and lethal hit points and ability score damage at the end of a long rest. See Resting Conditions and Food, below, for more details.
Resting conditions help much in a character’s recovery. There is a clear difference between sleeping in a mud-covered battlefield and resting in a cushioned silk bed at the king’s palace. The following table indicates hit point recovery based on resting conditions. Staying in a residency that you own increases the modifier by +1. The modifier for the amount of non-lethal and lethal damage healed at the end of a complete rest is doubled. Remember to round down (minimum of 1).
|Resting Quality||Non-lethal Healing||Lethal Healing||Ability Score Healing|
|Outdoors, no protection||Level x 1||Level x 1/2||Level x 1/4|
|Outdoors, tent or similar||Level x 1 1/2||Level x 3/4||Level x 1/2|
|Poor||Level x 2||Level x 1||Level x 3/4|
|Common||Level x 2 1/2||Level x 1 1/4||Level x 1|
|Good||Level x 3||Level x 1 1/2||Level x 1 1/4|
|Exceptional||Level x 3 1/2||Level x 1 3/4||Level x 1 1/2|
What you eat makes a difference to how you heal. Nurturing meals & snacks tend to do more for a person than stale bread and cheese. Remember to round down (minimum of 1).
|Food Quality||Non-lethal Healing||Lethal Healing||Ability Score Healing|
|No food||Level x 1/3||Level x 1/4||Level x 1/8|
|Poor Meal||Level x 1/2||Level x 1/3||Level x 1/4|
|Common Meal||Level x 1||Level x 1/2||Level x 1/3|
|Good Meal||Level x 1 1/2||Level 3/4||Level x 3/4|
|Exceptional Meal||Level x 2||Level x 1||Level x 1|