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 — you hold one per level — rolling each plus Constitution to heal. Warlock slots and many class features (Second Wind, Channel Divinity, a Fighter's Action Surge) 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 all spell slots and long-rest features. Interruptions of an hour of fighting or marching cancel it. The text: @Missing file.

Exhaustion

The 2014 track is six named tiers, and it is the meanest ladder in the book: 1 disadvantage on ability checks, 2 speed halved, 3 disadvantage on attacks and saves, 4 hit point maximum halved, 5 speed zero, 6 death. Each level stacks everything above it. A long rest with food and water removes exactly one level. Your sheet tracks the level and applies the speed and hit-point math automatically; the full table is @Missing file. Fear the third day of forced march.

Dying, properly

Zero hit points means death saves (chapter 4) — but some fates skip the formalities: massive damage that overshoots your maximum by your maximum kills outright. Keep @Missing file where your friends can reach your body.

Leveling up

Experience points come from overcoming challenges — combat XP is printed on every monster file — and thresholds are set by the classic table. Each level brings hit points (roll or take the average printed on your class), new class features read from the class and subclass files, sometimes new spell slots, and at levels 4, 8, 12, 16, and 19 an Ability Score Improvement — +2 to one score, +1 to two, or trade it for a feat. Proficiency Bonus rises with its tier. Update level and experience, and the sheet unfolds the rest — every feature gated to your level appears the moment you qualify.

Manual updated Jul 29, 2026.