Player's Handbook · Chapter 7

Rest, Recovery & Advancement

Between dangers, the game breathes in two lengths — and everything you spend comes back on one of them.

Short Rest

An hour of catching your breath. Spend Hit Dice — one per level — rolling each plus Constitution to heal. Warlock Pact Magic and many class features (Second Wind, Channel Divinity) also return here. The text: @Missing file.

Long Rest

Eight hours, one per day. You wake at full hit points, recover half your Hit Dice, and get back slots and long-rest features. The 2024 revision made interruptions gentler: a disruption costs an hour, and only a full hour of fighting or marching restarts the clock. The text: @Missing file.

Exhaustion

The 2024 track is one clean, cumulative penalty — and it is everywhere in this revision, from forced march to failed Constitution saves. Each level of Exhaustion subtracts 2 × level from every D20 Test and 5 × level feet from your Speed. At level 6, you die. A Long Rest removes exactly one level. Your sheet tracks exhaustionLevel and applies both taxes automatically (@Missing file); the arithmetic is relentless, which is the point. Fear the third day of forced march.

Dying, properly

Zero hit points means death saves (chapter 4) — but massive damage that overshoots your maximum by your maximum kills outright. Keep @Missing file where your friends can reach your body — in this revision it takes only a bonus action to drink one.

Leveling up

Experience points come from overcoming challenges — XP is printed on every monster file — against the classic thresholds. Each level brings hit points (roll or take the printed average), features read from the class and subclass files, sometimes new slots; levels 4, 8, 12, and 16 grant an Ability Score Improvement or another General feat, and level 19 grants an Epic Boon. Update level and experience, and the sheet unfolds the rest — every gated feature appears the moment you qualify.

Manual updated Jul 29, 2026.