Healing

For the most part, the healing will proceed as mentioned in the players handbook, with the following exceptions.

Short rest (1 hour):

  • May eat, nap, read, perform other resting activities.
  • If interrupted for more than 10 minutes, (such as by combat, or other effects that prevent rest and relaxation), the characters must start the rest over again.
  • At the end of which:
  • A wizard may choose to use his arcane recovery
  • A character may choose to spend some of his or her Hit Dice up to 1/2 his or her current level (rounded up).

Long Rest (8 hours):

  • May eat, read, keep watch, and of course sleep (minimum 6 hours) or trance (minimum 4 hours).
  • If interrupted for more than 1 hour, (such as by combat, noise or other effects that prevent sleep), the characters must start the rest over again, though they may gain the benefit of a short rest at this point if they rested a minimum of 1 hour.
  • If you are wearing Medium or Heavy Armor during your sleep/trance period you will only receive the benefit of a short rest. (You can wear the armor during your watch or any time when you are not actually sleeping.)
  • At the end of which:
  • Spellcasters may regain spent spell slots
  • Spellcasters may choose new spells to commit to memory if they wish.
  • All characters regain up to half of their maximum hit dice (rounded up).
  • All characters regain 1 hit point per level if needed.
  • All characters may spend any or all hit dice as needed.
  • Any temporary hit points become permanent up to the character’s maximum hit points. * Any remaining temporary hit points are lost.

Full Rest (8 hours)

This is a rest where the characters are in a safe place, such as a homestead, inn, or town, where they feel more at ease than if they are in the wilderness. This is any place in which the characters do not feel they need to keep a watch.
At the end of which:

  • Spellcasters may regain spent spell slots
  • Spellcasters may choose new spells to commit to memory if they wish.
  • All characters spent hit dice are fully replenished.
  • All characters regain up to 5 hit points per level if needed.
  • All characters may spend any or all hit dice as needed.
  • Any temporary hit points become permanent up to the character’s maximum hit points. Any remaining temporary hit points are lost.

Healer Feat:

The healer feat works as listed except as follows:
Hit points gained by the use of the healer’s kit are temporary, and follow all the rules of temporary hit points (including the rules listed above).

Healing

Princes of Elemental Evil 5e Emerald_wind