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
| Rises | Falls (once per situation) | ||
|---|---|---|---|
| Finish a Short Rest | +1 | Hide bodies, clean up, shut what you broke (10 min, DC 15 Stealth or Survival) | −1 |
| Finish a Long Rest | +3 | Misdirection — disguise, forged order, planted clue | −1 |
| — if someone Concealed the Camp | +2 | Withdraw and re-enter by an unconnected route | GM 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 Rest | Long Rest | |
|---|---|---|
| Time | 1 hour | 8 hours, 6 asleep; 16 hrs since the last |
| Hit Points | Spend Hit Dice | All restored |
| Hit Dice | Spend, up to Resilience | Return, up to Resilience |
| Slots & features | Short-rest features | All, normal timers |
| Exhaustion / Stress | — | −1 each at levels 1–6 |
| Ends early if | Initiative, 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.
| Activity | Requires | On a success |
|---|---|---|
| Conceal the camp | Stealth or Survival | Long Rest raises Alarm +2 instead of +3 |
| Forage | Survival or Nature | 1d4 Supply. Not in dungeons, indoors, or on blighted ground; living underground wilderness (Underdark) is fine |
| Tend the wounded | Healer’s kit (1 charge); Medicine if you have it | One 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 |
| Repair | Appropriate tools | One broken item restored |
| Story, song, or a game | Performance, or Arcana/History/Religion, or gaming set | One 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 you | Regain it by |
|---|---|
| Survive Massive Damage | Long Rest in a sanctuary: +Proficiency Bonus |
| Roll a natural 1 on a death save | Treating a Massive Wound: +1 |
| Take an effect reducing your HP maximum — max once per encounter, and it returns when that effect would have ended | Greater Restoration or better: +1, once per creature per Long Rest; one chosen benefit per casting |
| Finish a third consecutive Long Rest without Supply | Nothing 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.
| Lvl | Exhaustion | Stress |
|---|---|---|
| 1 | Can’t Dash | Disadvantage on Int, Wis, Cha checks |
| 2 | Disadvantage on Str, Dex, Con checks | Disadvantage on concentration checks |
| 3 | Speed halved; no fast travel pace | Random short-term Breaking Point effect, 1d6 days |
| 4 | Disadvantage on Str, Dex, Con attacks and saves; no normal travel pace | Disadvantage on Int, Wis, Cha attacks and saves |
| 5 | Can’t take Reactions | Action or bonus action each turn, not both |
| 6 | Speed 5 ft.; no travel | Can’t cast spells; cantrips still work |
| 7 | Doomed — die in 13 (2d12) hrs; only regenerate, resurrection, true resurrection, wish | Lasting 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.
| d10 | Wound | Effect |
|---|---|---|
| 1 | Arm | Can’t hold anything two-handed; only one object at a time |
| 2 | Hand | No two-handed weapons or shield that hand; disadvantage needing two free hands |
| 3 | Leg | Speed halved; cane/crutch/peg leg or fall prone after Dashing; disadvantage on Dex to balance |
| 4 | Foot | Speed −10 ft.; disadvantage on Dex (Acrobatics) for balance |
| 5 | Eye | Disadvantage on sight-based Perception and ranged attacks. Both eyes: Blinded |
| 6 | Toe | No mechanical effect |
| 7 | Finger | Disadvantage on fine manual dexterity with that hand |
| 8 | Scarring wound | Disadvantage Cha (Persuasion); advantage Cha (Intimidation) |
| 9 | Internal injury | Disadvantage on Constitution saves, including concentration |
| 10 | Half your teeth | No 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.