─ Travel, Resting & Sleep - JulTob/DnD GitHub Wiki
1) Resting (2024)
Short Rest
- Duration: At least 1 hour of light activity (reading, eating, tending wounds).
- Benefits: You may spend Hit Point Dice to regain HP. Class features specify if they recharge here.
Long Rest
- Duration: 8 hours, including ≥6h sleep and ≤2h light activity (reading, quiet watch, etc.).
- Requirements & limits: You must start with ≥1 HP. After finishing, wait 16 hours before another Long Rest.
- Benefits:
- Restore all HP and all spent Hit Point Dice.
- End any Ability Score reductions.
- Exhaustion: reduce 1 level.
During sleep, a creature has the Unconscious condition.
2) Sleep (natural sleep, not magical)
Waking Someone
- Damage or an action (shake/slap) wakes a natural sleeper.
- Whispers don’t wake a sleeper unless their passive Perception ≥ 20 and the whispers are within 10 ft.
- Normal speech can wake a sleeper in a silent environment if their passive Perception ≥ 15.
Sleeping in Armor (optional)
- Light armor: no penalty.
- Medium/Heavy: on a Long Rest, regain only ¼ of spent Hit Point Dice (min 1); don’t reduce Exhaustion.
3) Skipping Sleep / No Long Rest
Use this if you want sleep deprivation to matter:
- Every 24 hours without a Long Rest → DC 10 CON save or gain 1 level of Exhaustion.
- +5 DC for each additional 24 hours without a Long Rest (resets after a Long Rest).
Apply your table’s Exhaustion effects as per 2024 (the condition itself is elsewhere on your wiki).
4) Travel Pace (2024)
Choose a Journey Stage (usually a day). Then:
Step A — Pick Terrain & Max Pace
- Each terrain sets a Maximum Pace: Slow / Normal / Fast.
- Good Roads increase max pace by one step (Slow→Normal, Normal→Fast).
- If any character’s Speed ≤ ½ normal (injury, heavy load, etc.), the group is limited to Slow.
Step B — Choose Pace
- Slow: best for careful navigation, searching, and stealthy travel.
- Normal: typical overland movement.
- Fast: cover more ground quickly; less time for searching/foraging/navigation.
Step C — Special Movement & Mounts
- If you have a constant speed (mounts, flying, magic):
- Miles per hour = Speed ÷ 10
- Miles per day (Normal) = mph × hours traveled (typically 8)
- Fast day = Normal × 4/3 (round down)
- Slow day = Normal × 2/3 (round down)
Step D — Extended Travel (beyond 8 hours)
- For each extra hour: each character makes a CON save DC 10 + 1 per extra hour or gains 1 Exhaustion.
Your terrain also sets typical Encounter Distance, Foraging DC, Navigation DC, and Search DC. Keep a copy of your campaign’s terrain table on your DM screen.
5) Camp & Watches
- A Long Rest allows ≤2h of light activity per character → that’s your watch time.
- Typical coverage: 4 PCs × 2h = 8h covered. With fewer PCs, double up or accept gaps.
- Night procedure (repeat each night):
- Choose campsite; set watch order (who carries light? darkvision? alert feats?).
- Resolve foraging/search/navigation checks if relevant.
- Run random event or encounter checks per terrain/DMG cadence.
- Apply interruptions: if a rest is interrupted (initiative, taking damage, 1h exertion, or casting a non-cantrip), add +1 hour to complete the rest; if repeated/unsafe, relocate and restart.
6) Practical DM Dials
- Time Boxes: Decide before the session how many journey stages the day has (usually 1/day). Use them as pacing beats for checks and encounters.
- Road vs Wild: If the party stays on good roads, nudge max pace up and encounter rates down.
- Exhaustion as Pressure: Use Extended Travel and sleep deprivation saves to make chases, rescues, and timers bite—sparingly, fairly, and visibly.
- Visibility & Distance: In open terrain, allow longer encounter distances; in dense terrain, shorten them and increase navigation checks.
7) Quick Reference (copy to DM screen)
- Short Rest: 1h; spend Hit Point Dice.
- Long Rest: 8h (≥6 sleep, ≤2 light); restore all HP + all Hit Point Dice; –1 Exhaustion; wait 16h.
- Waking: damage/action; whispers (PP ≥20, ≤10ft); normal speech (silent scene, PP ≥15).
- Armor in Sleep (opt.): Medium/Heavy → only ¼ Hit Dice back; no Exhaustion reduction.
- No Long Rest 24h: CON save DC 10 → Exhaustion; +5 DC per extra day.
- Extended Travel: Each hour past 8 → CON save DC 10 + hours over → Exhaustion on fail.
- Good Roads: +1 step to max pace. Slower travelers: if anyone’s Speed ≤ ½, group pace = Slow.