Rests, Wear & Wounds — Table Reference

Table-use summary. Rules, examples, and edge cases are in Player Reference — Rests, Wear & Wounds.

Long Rest: Hit Points, spell slots, and class features return normally. House rules: Resilience caps Hit Dice; Exhaustion and Stress track wear; rests in hostile territory raise Alarm.

Sanctuary = settlement, secured stronghold, friendly temple, anywhere nothing is hunting you. A barred room in a dungeon isn’t one. Neither is a magical shelter.

1. The Alarm Clock — 0 to 7, face up on the table

RisesFalls (once per situation)
Finish a Short Rest+1Hide bodies, clean up, shut what you broke (10 min, DC 15 Stealth or Survival)−1
Finish a Long Rest+3Misdirection — disguise, forged order, planted clue−1
— if someone Concealed the Camp+2Withdraw and re-enter by an unconnected routeGM may reset to 0
Enemy escapes, reports, or is found+1
Something loud or obvious+1

At 7 the site responds, then the Clock resets to 2. Leaving a site drops it 1 per week absent, to a floor equal to Responses already fired. What a Response changed stays changed.

2. Rests

Short RestLong Rest
Time1 hour8 hours, 6 asleep; 16 hrs since the last
Hit PointsSpend Hit DiceAll restored
Hit DiceSpend, up to ResilienceReturn, up to Resilience
Slots & featuresShort-rest featuresAll, normal timers
Exhaustion / Stress—−1 each at levels 1–6
Ends early ifInitiative, non-cantrip spell, any damage (temp HP included)…or an hour’s exertion

In a sanctuary, additionally: Resilience restored equal to Proficiency Bonus, Stress consecutive-rest count resets, no Camp and no ambush.

3. Camp — any Long Rest outside a sanctuary

Step 1 — Make Camp. One roll, best-suited character. Wisdom (Survival) or a justified alternative. Disadvantage with no bedrolls or tent. DC 10 defensible / 15 exposed / 20 no cover or patrolled.

  • Success → Camp Activity DC 10.
  • Failure → Camp Activity DC 15, and nobody clears Exhaustion or Stress tonight except via Tend the Wounded.

Step 2 — Lookout. One character, Intelligence (Survival) vs Camp Activity DC, advantage with traps, bells or alarm. Intelligence plans coverage; Wisdom (Perception) notices an intruder. Failure: party has disadvantage on Perception vs intruders tonight. Performs no activity.

Step 3 — Activities. Everyone else picks one, rolled vs Camp Activity DC. No character can be the target of the same activity twice. This list is examples, not a menu.

ActivityRequiresOn a success
Conceal the campStealth or SurvivalLong Rest raises Alarm +2 instead of +3
ForageSurvival or Nature1d4 Supply. Not in dungeons, indoors, or on blighted ground; living underground wilderness (Underdark) is fine
Tend the woundedHealer’s kit (1 charge); Medicine if you have itOne character, may be you: −1 Exhaustion or Stress. Rough camp — this is the only reduction anyone gets. Good camp — stacks with the ordinary one. Never level 7
RepairAppropriate toolsOne broken item restored
Story, song, or a gamePerformance, or Arcana/History/Religion, or gaming setOne other character gains Inspiration

Step 4 — Ambush. Lookout’s Wisdom (Perception) vs its Stealth. Failure: surprised.

Magical shelter — Tiny Hut, Rope Trick, Magnificent Mansion, Demiplane. Skip Make Camp, Lookout, and Ambush; everyone takes one activity. Alarm +1 (warded) or +0 (extradimensional). Pauses the Stress count. Not a sanctuary — no Resilience. Must last all night; Rope Trick normally covers only a Short Rest. Shelters can be detected.

Baleful ground — declared on arrival. A Long Rest reduces Exhaustion or Stress, not both.

4. Supply

1 Supply = one character’s food and water for a day. Rations 5 sp. Replaces RAW Malnutrition and Dehydration; don’t apply both.

  • No Supply on a Long Rest → 1 Exhaustion.
  • A Long Rest without Supply does not reduce Exhaustion.
  • Three consecutive Long Rests without Supply → also 1 Resilience.
  • Nothing to forage in dungeons, indoors, or on blighted ground. Exception: living underground wilderness, such as the Underdark’s fungus forests, forages like any wild place. The GM says which you’re in.

5. Resilience — your current maximum Hit Dice

Starts equal to your level. Floor of 1; further depletion becomes Exhaustion instead.

Lose 1 Resilience when youRegain it by
Survive Massive DamageLong Rest in a sanctuary: +Proficiency Bonus
Roll a natural 1 on a death saveTreating a Massive Wound: +1
Take an effect reducing your HP maximum — max once per encounter, and it returns when that effect would have endedGreater Restoration or better: +1, once per creature per Long Rest; one chosen benefit per casting
Finish a third consecutive Long Rest without SupplyNothing else. Not an ordinary Long Rest.
Each untreated Massive Wound, while untreated

Massive Damage — a single hit that drops you to 0 and deals 20 + 3× your level (count the whole hit, including damage temp HP absorbed): DC 15 Constitution save. Success — survive at 0, lose 1 Resilience. Failure — the same, plus one death save failure. If it is your first knockdown of the encounter, it also costs 1 Exhaustion. Instant death is RAW and separate: leftover damage ≥ your HP maximum kills you.

6. Exhaustion & Stress

Both cumulative: you suffer your level and every level below it.

LvlExhaustionStress
1Can’t DashDisadvantage on Int, Wis, Cha checks
2Disadvantage on Str, Dex, Con checksDisadvantage on concentration checks
3Speed halved; no fast travel paceRandom short-term Breaking Point effect, 1d6 days
4Disadvantage on Str, Dex, Con attacks and saves; no normal travel paceDisadvantage on Int, Wis, Cha attacks and saves
5Can’t take ReactionsAction or bonus action each turn, not both
6Speed 5 ft.; no travelCan’t cast spells; cantrips still work
7Doomed — die in 13 (2d12) hrs; only regenerate, resurrection, true resurrection, wishLasting mental break, GM’s choice or rolled

Gain Exhaustion: falling unconscious at 0 HP, the first time each encounter · a crit taken while at 0 HP · shrugging off a crit with your reaction, once per rest · a natural 1 on a death save · a Long Rest without Supply.

Passive Stress: only in a location or story arc the GM has declared oppressive, gain 1 on every third consecutive Long Rest outside a sanctuary. Reset the count on reaching a sanctuary or leaving that location or arc.

Direct Stress: watching an ally die · failing a save vs fear, madness or domination · being dominated or charmed against your own party · failing an Int save vs an overwhelming or otherworldly effect · genuine horror or oppressive evil. These triggers apply everywhere. Gain first, then clear.

Clear either: −1 on a Long Rest at levels 1–6 (rough camp: none; no Supply: no Exhaustion reduction; baleful ground: choose one) · Tend the Wounded, a further −1 for one character · Greater Restoration, 1 level — not Exhaustion 7, but yes Stress 7. One casting gives one chosen benefit.

7. Massive Wounds

Triggers when the attack that drops you to 0 Hit Points is a critical hit. Roll d10.

d10WoundEffect
1ArmCan’t hold anything two-handed; only one object at a time
2HandNo two-handed weapons or shield that hand; disadvantage needing two free hands
3LegSpeed halved; cane/crutch/peg leg or fall prone after Dashing; disadvantage on Dex to balance
4FootSpeed −10 ft.; disadvantage on Dex (Acrobatics) for balance
5EyeDisadvantage on sight-based Perception and ranged attacks. Both eyes: Blinded
6ToeNo mechanical effect
7FingerDisadvantage on fine manual dexterity with that hand
8Scarring woundDisadvantage Cha (Persuasion); advantage Cha (Intimidation)
9Internal injuryDisadvantage on Constitution saves, including concentration
10Half your teethNo mechanical effect

Ten-day clock. Mangled, not lost. Treated within 10 days → heals clean. Not treated → permanent, needs a Prosthesis or magic. While untreated it costs 1 Resilience.

Treatment: Medical Aid (treating character expends one healer’s-kit charge and succeeds on DC 15 Wisdom [Medicine] during a settlement Long Rest) · Magic (Greater Restoration or equivalent; its one chosen benefit) · Prosthesis, for a permanent wound — see Prosthetics. Treatment immediately restores the wound’s Resilience point.