Making Camp
Making Camp happens whenever one starts a Rest longer than 3 hours. Camping has certain activities available to it:
- Prepping a Fire
- Cooking a meal
- Readying a shelter
- Setting a watch
Short Rests don’t need these, but others do, and ultimately it is a determination for the players.
Watches
A watch is a two-hour period where one is on guard duty. One cannot gain the benefits of a rest while on Watch.
Someone on Watch must make a Sentry check every two hours.
A Watch can take place within the Camp itself, or from out to 50 feet nearby. In any case, the Watch performs a Sentry check to identify potential risks once each watch, against a DC determined by the GM.
On success, the Watch can identify that something is happening. What is happening may vary, and may need additional checks to determine.
Shelter
Shelter has significant effects on Rest. A shelter is a place that is
- Comfortable,
- Safe from the weather,
- Safe from hazards,
- Enclosed, and
- With a secure entry.
Benefits of a Shelter:
- Resting in a Shelter allows one to skip the limit on number of times a rest can be taken in a given period.
- Resting in a shelter increases the number of Fatigue points that can be recovered by 1.
- Resting in a Shelter can add 2 Hit Dice to a Short Rest healing.
- Resting in a Shelter can add 2 Hit Dice to a Field Rest healing.
- Resting in a Shelter can fully recover all hit points on a Long Rest.
- Resting in a Shelter allows immediate return to the rest after an interruption without extending the time.
- Rest in a Shelter allows an additional 2 hours of Training or Crafting time if those are part of a Rest.
Resting
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. You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
All Rests are periods of light, daily, ordinary tasks that are not strenuous, such as eating, drinking, reading, dozing, sleeping, standing watch, and tending to wounds. Rest Periods of a Week (7 Days) or longer allow for exercise or Training of certain lengths, and for Crafting anything beyond handiwork, without impacting the benefits of the Rest.
Rest Summary Table
Benefit |
Shelter |
Respite |
Interlude |
Long Rest |
Field Rest |
Short Rest |
Length |
Resets Period |
14 Days |
7 Days |
10 Hours |
5 Hours |
2 Hours |
Once In |
— |
60 Days |
30 Days |
3 Days |
24 hours |
12 Hours |
Training |
+2 Hours |
4 Hours |
2 Hours |
— |
— |
— |
Crafting |
+2 Hours |
6 Hours |
4 Hours |
Handicraft |
Handicraft |
Handicraft |
Hit Dice |
+2 HD |
— |
— |
3 / DoM, Max 15 |
2 / DoM, Max 10 |
1 / DoM, Max 5 |
Hit Points |
— |
Full |
Half |
By HD |
By HD |
By HD |
Fatigue |
Recover +1 |
Recover +4 |
Recover +3 |
Recover +2 |
Recover +1 |
— |
Effects |
Reduces DC by 3 |
End 1 on DC 18 |
End 1 on DC 21 |
End 1 on DC 24 |
— |
— |
Interruption |
Resume, no extension |
Resume, adds 1 week |
Resume, adds 1 day |
Resume, adds 2 hours |
Resume, adds 1 hour |
No Benefit |
Rests can be interrupted by any of the following things:
- Rolling Initiative.
- Casting a spell requiring more than 1 point of mana.
- Taking any damage.
Additionally, each type of Rest can further be interrupted by the following:
- A Respite is stopped by the following interruptions:
- Using more than 15 points of mana total.
- 10 hours of walking or other physical exertion.
- Interrupted sleep of less than 8 hours.
- An Interlude is stopped by the following interruptions:
- Using more than 10 points of mana total.
- 5 hours of walking or other physical exertion.
- Interrupted sleep of less than 8 hours.
- A Long Rest is stopped by the following interruptions:
- Using more than 5 points of mana total.
- 1 hour of walking or other physical exertion.
- Interrupted sleep of less than 6 hours.
- A Field Rest is stopped by the following interruptions:
- Using more than 5 points of mana total.
- More than 30 minutes of walking or other physical exertion.
- Interrupted sleep of less than 2 hours.
- A Short Rest is stopped by the following interruptions:
- Using more than 2 points of mana total.
- More than 15 minutes of walking or other physical exertion.
Adventurers can take different lengths of rest at different times rests in the midst of an Adventuring Period. A full Adventuring Period is 90 days on Wyrlde, or 1 Season. This is a period of time roughly equivalent to a single level for a given character, or one year for a non-Adventuring person.
Each Rest can only be taken once within a certain period of time. This can have an impact on how often one can use certain Features and Aspects. This limitation can be skipped if the Rest is taken within a Shelter.
Respite
Requirements
- A Respite is a period of 14 days.
- A character must have at least 1 hit point at the start of the rest to gain its benefits.
- You cannot benefit from a Respite more than once in a 60-day period.
Interruptions
If the rest is interrupted by a period of strenuous activity longer than 4 hours per day, the characters must begin the rest again to gain any benefit from it.
If you had at least one week of rest, you gain the benefit of an Interlude, as long as you have not had an interlude within the last 7 days.
You can resume a Respite immediately after an interruption.
If you do so, the rest requires 1 additional day to finish per interruption.
Benefits
- Full HP. You regain all your hit points up to your maximum hit points.
- Hit Die Recovery. You regain one spent Hit Die per level each week of Respite, up to your maximum number of hit dice.
- Full Mana. Recover your full Mana after a full completed Interlude.
- Aspect Recharge. Some Aspects are recharged by a Long Rest or longer. If you have such a feature, it recharges in the way specified in its description.
- Aspect Recharge. Some Aspects are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.
- HP Max Recovery. If your Hit Point Maximum was reduced, it increases by 10 from the reduced level, up to your maximum.
Options
After every three days of Respite, you can make a DC 18 Constitution Save. On a successful save, you can choose one of the following results:
- End one non-magical effect on you that prevents you from regaining hit points.
- For the next 24 hours, gain Advantage on Saves against one disease or poison currently affecting you.
Interlude
Requirements
- An Interlude is a period of 7 days.
- A character must have at least 1 hit point at the start of the rest to gain its benefits.
- You cannot benefit from an Interlude more than once in a 30-day period.
Interruptions
If the rest is interrupted by a period of strenuous activity, the characters must begin the rest again to gain any benefit from it.
If you received at least 10 hours of rest in an interrupted Interlude, you gain the benefits of a Long Rest, provided you have not had a Long Rest within the last 3 days.
You can resume a Long Rest immediately after an interruption.
If you do so, the rest requires 1 additional day to finish per interruption.
Benefits
- Half HP. You regain half your maximum hit points up to your maximum hit points.
- Hit Die Recovery. You regain one spent Hit Die each day of Interlude, up to your maximum number of hit dice.
- Full Mana. Recover your full Mana after a full completed Interlude.
- Exhaustion Reduced. Your level of exhaustion decreases by 3.
- Aspect Recharge. Some Aspects are recharged by a Long Rest or longer. If you have such a feature, it recharges in the way specified in its description.
- HP Max Recovery. If your Hit Point Maximum was reduced, it increases by 10 from the reduced level, up to your maximum.
- Aspect Recharge. Some Aspects are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.
Options
After each day of Interlude, you can make a DC 21 Constitution Save. On a successful save, you can choose one of the following results:
- End Effect. End one non-magical effect on you that prevents you from regaining hit points.
- Reduce Fatigue. Recover an additional 1 point of Fatigue.
Long Rest
Requirements
- A long rest is at least 10 hours long.
- A character can’t benefit from more than one long rest in a 3 Day period.
- A character must have at least 1 hit point at the start of the rest to gain its benefits.
Interruptions
If the rest is interrupted by a period of strenuous activity the characters must begin the rest again to gain any benefit from it.
If the rest was at least 4 hours long before the interruption, you gain the benefits of a Field Rest, provide you have not had a Field Rest within the last 24 hours.
You can resume a Long Rest immediately after an interruption.
If you do so, the rest requires 2 additional hours to finish per interruption.
Benefits
At the end of a long rest, a character regains:
- Hit Die Healing. A character can spend three Hit Dice per Degree of Mastery (3 for every 4 Experience Levels) at the end of a Field rest, up to 15 Hit Dice total, one at a time.
- For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total.
- The player can decide to spend an additional Hit Die after each roll, provided they have a high enough degree of mastery.
- HP Max Recovery. If your Hit Point Maximum was reduced, it increases by 10 from the reduced level, up to your maximum.
- Exhaustion Reduced. If you have the Fatigue condition, your level of exhaustion decreases by 2.
- Aspect Recharge. Some Aspects are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description.
- Aspect Recharge. Some Aspects are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.
After a Long Rest, you can make a DC 24 Constitution Save. On a successful save, you can choose one of the following results:
- End Effect. End one non-magical effect on you that prevents you from regaining hit points.
- Reduce Fatigue. Recover an additional 1 point of Fatigue.
Field Rest
Requirements
- A Field Rest is at least 5 hours long.
- A character can’t benefit from more than one Field Rest in a 24-hour period.
- A character must have at least 1 hit point at the start of the rest to gain its benefits.
Interruptions
An interrupted Field Rest confers no benefits.
If the rest was at least 2 hours before the interruption, you gain the benefits of a Short Rest.
You can resume a Field Rest immediately after an interruption.
If you do so, the rest requires 1 additional hour to finish per interruption.
Benefits
At the End of a Field rest, the Character gains the following benefits:
- Hit Die Healing. A character can spend two Hit Dice per Degree of Mastery (2 for every 4 Experience Levels) at the end of a Field rest, up to 10 Hit Dice total, one at a time.
- For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total.
- The player can decide to spend an additional Hit Die after each roll, provided they have a high enough degree of mastery.
- Aspect Recharge. Some Aspects are recharged by a Short Rest or Long Rest. If you have such a feature, it recharges in the way specified in its description. For this purpose, you must choose which it will recharge:
- A Field Rest counts as a Short Rest, and Short Rest Aspects are recharged, but not Long Rest Aspects.
- A Field Rest counts as a Long Rest, and Long Rest Aspects are recharged, but not Short Rest aspects.
- You can make this choice each time you take a Field rest.
- Exhaustion Reduction. A Field rest can reduce Exhaustion by 1 point.
Short Rest
Requirements
- A short rest is at least 2 hours long.
- A character can’t benefit from more than one short rests in a 12 hour period.
- A character must have at least 1 hit point at the start of the rest to gain its benefits.
Interruptions
An interrupted Short Rest confers no benefits, and it must be started over to confer any benefit.
- Hit Die Healing. A character can spend one Hit Die per Degree of Mastery (1 for every 4 Experience Levels) at the end of a short rest, up to 5 Hit Dice total, one at a time.
- For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total.
- The player can decide to spend an additional Hit Die after each roll, provided they have a high enough degree of mastery.
- Aspect Recharge. Some Aspects are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.