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.

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:

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