Long Rest

A long rest is a period of extended downtime, at least 8 hours long, during which characters sleep and recover. Long rests restore most class resources including all spell slots.

What Is a Long Rest?

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity.

Requirements:

  • At least 8 hours total
  • At least 6 hours must be sleeping
  • Up to 2 hours of light activity (reading, talking, keeping watch)
  • No strenuous activity (walking, fighting, casting spells)

What a Long Rest Restores:

  • All hit points
  • All expended spell slots
  • Hit Dice: half your total level (minimum 1)
  • Most class features that say "once per long rest"

Frequency Limit:

  • Only one long rest per 24-hour period
  • Must have at least 1 HP to benefit from long rest
  • If you're at 0 HP, you're making death saves, not resting!

Long Rest Interruption

What Interrupts a Long Rest:

  • 1 hour or more of walking
  • Fighting
  • Casting spells
  • Similar adventuring activity
  • Strenuous activity lasting more than 1 hour

The 1-Hour Grace Period:

  • Brief interruptions (under 1 hour total) don't reset the rest
  • A single combat encounter typically doesn't ruin the rest
  • But multiple encounters or extended activity does
ActivityInterrupts Rest?
30-minute combatNo
Two 30-minute combatsYes (over 1 hour total)
2-hour watchYes
Casting one spellNo
Studying spellbook for 2 hoursNo (light activity)
Walking 2 milesYes

Preparing Spells After Long Rest

What Spellcasters Do:

  • You can change your prepared spell list after a long rest
  • Requires 1 minute per spell level for each new spell
  • This is part of the long rest, not additional time
  • You don't have to change spells - keep the same list if you want

Classes That Prepare Spells:

  • Wizard: Prepare from spellbook (Int + level spells)
  • Cleric: Prepare from full class list (Wis + level spells)
  • Druid: Prepare from full class list (Wis + level spells)
  • Paladin: Prepare from full class list (Cha + half level spells)

Classes That Don't Prepare (Known Spells):

Resting Safely

Spells for Safe Rests:

  • Tiny Hut (3rd level): 10-foot dome, nothing can enter - ritual cast it!
  • Alarm (1st level): 20-foot cube, alerts to intruders - ritual!
  • Rope Trick (2nd level): Extradimensional space, but only 1 hour

Watch Rotation:

  • Elves only need 4 hours (trance) - they can take longer watches
  • 2-hour watches for 4-person parties
  • The watcher does light activity, still benefits from rest

Safe Locations:

  • Inns and taverns
  • Allied camps or settlements
  • Fortified positions
  • Cleared dungeon rooms (lock the door!)

Rest Pacing and Balance

The Intended Design:

  • 6-8 medium/hard encounters per long rest
  • 2-3 short rests between long rests
  • This challenges resource management

The "5-Minute Adventuring Day":

  • Party blows all resources in one fight, then rests
  • Makes long-rest classes (wizards, clerics) overpowered
  • Makes short-rest classes (fighters, warlocks) feel weak
  • Combat narrative tools to prevent this

Time Pressure Solutions:

  • Kidnapped victim with a deadline
  • Ritual that completes at midnight
  • Enemy reinforcements arriving
  • Changing environment (rising water, closing walls)

Common Mistakes

Common Mistake
Forgetting to prepare new spells after long rest
Common Mistake
Not recovering Hit Dice on long rest (half total, rounded down)
Common Mistake
Allowing long rests in dangerous locations without consequence
Common Mistake
Forgetting the 24-hour limit between long rests
Common Mistake
Not tracking the 1-hour interruption threshold

DM Tips

DM Tip
Use time pressure to prevent rest abuse without being punitive
DM Tip
Tiny Hut makes wilderness rests trivial - plan accordingly
DM Tip
Multiple encounters per long rest is key to balanced gameplay
DM Tip
Consider narrative consequences when parties rest frequently