Short Rest
A short rest is a period of at least 1 hour during which characters catch their breath. Understanding short rests is essential for pacing encounters and managing resources.
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What Is a Short Rest?
A short rest is a period of downtime, at least 1 hour long, during which characters do nothing more strenuous than eating, drinking, reading, and tending to wounds.
Duration:
- Minimum 1 hour
- No maximum specified (but longer becomes a long rest alternative)
- Interrupted by combat, walking, or other strenuous activity
What You Can Do During a Short Rest:
- Light activity (reading, talking, eating)
- Attune to magic items (requires short rest)
- Spend Hit Dice to heal
- Use class features that recharge on short rest
What Interrupts a Short Rest:
- Combat
- Casting most spells
- Walking any significant distance
- Strenuous physical activity
- Taking damage
Spending Hit Dice
What Are Hit Dice?
- You have Hit Dice equal to your level
- Die size depends on class (d6 for wizard, d12 for barbarian)
- They're a healing resource
Using Hit Dice on Short Rest:
- At the end of a short rest, spend any number of Hit Dice
- Roll each die and add Constitution modifier
- Regain that many hit points
- Can decide after each roll whether to spend more
Example (5th-level Wizard with +2 Con):
- You have 5d6 Hit Dice
- Spend 2d6, roll 4 + 3 = 7, plus 4 (Con mod × 2) = 11 HP recovered
- You now have 3d6 Hit Dice remaining
Hit Dice Recovery:
- Regain spent Hit Dice on long rest
- Recover half your total (minimum 1) on long rest
- 10th-level character recovers 5 Hit Dice on long rest
Class Features on Short Rest
Recharge on Short Rest:
- Wizard Arcane Recovery (once per day)
- Warlock Pact Magic (all slots)
- Fighter Second Wind, Action Surge
- Monk Ki Points (all)
- Bard Bardic Inspiration (some subclasses)
- Druid Wild Shape uses
- Channel Divinity (Cleric, Paladin)
Why Some Classes Love Short Rests:
- Warlocks, Fighters, and Monks are "short rest classes"
- They recover most of their power on short rests
- Long adventuring days favor these classes
- Wizards and Clerics are "long rest classes" - they need overnight to fully recover
Short Rest Strategy
When to Short Rest:
- After difficult encounters
- When Hit Dice can recover significant HP
- When classes have short-rest abilities depleted
- When you need to attune to new magic items
When NOT to Short Rest:
- Time-sensitive situations
- When enemies might reinforce or escape
- When you're at full resources
- When a long rest is imminent and feasible
Party Balance:
- 2-3 short rests per long rest is the intended design
- This balances short-rest and long-rest classes
- "Nova and rest" playstyle hurts short-rest classes
- Communicate with your party about resting needs
Common Mistakes
Common Mistake
Forgetting to use Arcane Recovery or other short-rest features
Common Mistake
Not tracking Hit Dice spent and recovered
Common Mistake
Skipping short rests when party members need them
Common Mistake
Taking too many short rests (slows the game)
Common Mistake
Forgetting that attunement requires a short rest
DM Tips
DM Tip
Build in natural short rest opportunities (safe rooms, story beats)
DM Tip
Time pressure limits resting and creates tension
DM Tip
Wandering monster checks discourage rest abuse
DM Tip
2-3 short rests per long rest is the intended design