A Long Rest

For adventurers, there are many ways to heal: spells, potions, and magic items. But nothing beats a good night’s sleep.

A Long Rest is eight hours of in-game time. It starts when all the players tell the Game Master they want to take a Long Rest. The adventurers must all be in a safe location and complete eight hours of downtime without an encounter or taking damage. The Game Master will confirm if it makes sense within the game narrative, and should consider what happens with the nearby monsters and NPCs. A Long Rest can’t happen in the middle of combat. In a dungeon, the adventurers will have to find a quiet, out-of-the-way room to avoid being interrupted by wandering monsters. In the wilderness, the players will have to set up camp.

After a Long Rest, all adventurers return to full Hit Points. Unconscious characters become conscious. All spell “times per day” are recharged. Magical items are replenished, and all magical effects and conditions are ended. Usually!

Pro Tip: As Game Master, try to organize your play sessions so each session starts with the completion of a Long Rest, giving the players a clean slate. It’s not a hard rule, just easier for everybody.

Occasionally, break the rules entirely and grant the players a Long Rest as a magical effect -  an instantaneous blessing from a benevolent spirit, underscoring a huge dramatic moment.

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