─ 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):
    1. Choose campsite; set watch order (who carries light? darkvision? alert feats?).
    2. Resolve foraging/search/navigation checks if relevant.
    3. Run random event or encounter checks per terrain/DMG cadence.
    4. 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.