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Field Rests

  • A field rest is a night’s rest worth of downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity such as reading, crafting, talking, eating, or standing watch each day. 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.
  • During a Field Rest, each character has a number of “Recovery Points” they can spend to recover uses of their features which recharge on long rest, as explained in the next section. The number of Recovery Points that each creature has during a Field Rest is equal to their proficiency bonus.
  • For the purposes of recovering resources, a Field Rest is treated as a short rest, with the special property of allowing a character to recover uses of their long rest resources by spending Recovery Points.
  • Long rest resources are uses of features that recharge on long rest. This includes individual spell slots of any level, uses of features such as Rage and Indomitable, or half of the total of any “pool resources” such as Lay on Hands/Sorcery Points, etc, rounded up. 
  • You cannot expend Recovery Points to recover Hit Dice.
  • When recovering spell slots of 6th level or higher during a Field Rest, or features that allow you to cast spells of 6th level or higher (e.g. Warlock’s Mystic Arcanum features), it costs an additional Recovery Point to recover the spell slot or feature. 9th level spell slots, or features that allow you to cast spells of 9th level, cost two additional Recovery Points instead (for a total of three) in order to recover the use of the feature.
  • When recovering long rest resources through a field rest, a character can expend hit dice to gain recovery points for each hit dice expended in this way. A player can expend a number of hit dice in this way each field rest equal to their proficiency bonus.
  • These benefits are conferred to the resting character at the end of the field rest.
  • Any feature saying you can change or modify your choices with it at the end of a long rest (e.g. spellcasting for certain classes, maneuvers for martials, infusions for artificers, etc) can also be adjusted at the end of a field rest.
  • When you finish a field rest, any temporary hit points you have are depleted as they would be for a long rest.

 

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