Gritty Rest Variant

by Orbnus

Search GM Binder Visit User Profile
Haven and Camp Resting
5e14 Variant Resting rule

Haven and Camp 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.


Adventurers can take a 1-hour break during the day and an 8-hour short rest to prepare for the next day. If you're heavily wounded, you may need to take a full 24-hour long rest. Resting for 24 hours in a safe haven grants a Safe Long Rest, offering complete recovery—ideal after arriving in a town.

Safe Haven Rest

A Safe Haven Rest or Safe Long Rest provides complete recovery but can only be taken in a safe haven, such as a town, stronghold, or well-fortified camp, with access to food and drinking water.

• A Safe Long Rest requires 24 hours in a secure environment.

• At the end of the rest, you regain all hit points, spell slots, and abilities, and recover all expended Hit Dice.

• A Safe Long Rest requires food and water. If a character does not eat and drink, they do not gain the benefits of the rest.

• Characters may engage in downtime activities (such as crafting, foraging, gathering information, or training) during a Safe Long Rest.

• Characters can level up after completing a Safe Long Rest

• A Safe Long Rest removes all levels of exhaustion.

Camp Rest

A Camp Rest or Long Rest is a 24-hour period of rest spent in relative safety, such as a well-hidden campsite or temporary shelter.

• At the end of the rest, you regain all hit points, half of your total Hit Dice (rounded up), and all expended spell slots and abilities.

• A Long Rest removes half of your exhaustion levels (rounded up).

• A Long Rest requires food and water. If a character does not eat and drink, they do not gain the benefits of the rest.

• Characters may engage in downtime activities (such as crafting, foraging, gathering information, or training) during a Long Rest.

• Characters can level up after completing a Long Rest

Night's Rest

A Night's Rest or Short Rest is a period of at least 8 hours of sleeping and light activity, including eating and drinking.

• At the end of the rest, you may spend Hit Dice to recover hit points and regain any abilities that refresh on a Short Rest.

• Spellcasters with prepared spell lists may swap a number of prepared spells equal to their spellcasting ability modifier.

• A Short Rest removes 1 level of exhaustion.

• A Short Rest requires food and water. If a character does not eat and drink, they do not gain the benefits of the rest.

• If a character consumes a well-prepared meal, they roll Hit Dice with advantage.

• A character can’t benefit from more than one short rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Breather

A Breather is a brief period of rest (1 hour), allowing for minor recovery.

• At the end of the rest, you may spend a number of Hit Dice equal to your Constitution modifier (minimum of 1) to recover hit points.

• If a character consumes a well-prepared meal, they roll Hit Dice with advantage.


Credits

• Page 1: Art by Hui-Won Park at https://www.artstation.com/network33.

Version History

Date Version Change
9-2-2025 1.0 Initial release
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.