Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest–time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
Once per day, a character can regain hit points equal to their Constitution modifier (minimum 1) at the end of a short rest.
A long rest is 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 long rest, a character regains a number of hit points equal to the character’s Constitution modifier (minimum 1). The character also regains the ability to benefit from a short rest.
A character can’t benefit from more than one long 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.
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