The [a5e.tools site](https://a5e.tools/rules/resting) covers everything related to short rests, long rests, and **havens**. #### Roughing It There is a difference between bare survival and comfort, and many environmental conditions can make adventurers’ rests less rewarding. If any of the following conditions apply to you during a long rest, you regain half the usual number of hit dice. Should you have any levels of fatigue or strife, neither is reduced upon finishing the long rest. - Slept in medium or heavy armor **other than hide**. - Slept without a bedroll or similar bedding **on rocky, wet, or uneven terrain**. - Slept exposed to the elements **during inclement weather conditions**. - Slept without warmth in an environment of **extreme cold**. - Slept without mosquito netting or similar precautions while **in a swampy or otherwise insect-ridden area.** - Some adventurers, such as rangers, may have features which allow them to ignore the effects of roughing it. #mediumArmor #heavyArmor #difficultTerrain #inclementWeather #coldWeather #swamp ## Camp Actions Camp Actions are things you can do during a long rest that make the most of your time—while adventurers need their beauty sleep (well, most of them), there’s always a few spare hours during a Long Rest you can spend in one of the following ways to better prepare yourself for the harrowing times to come. A long rest is 8 hours long, and most adventurers need 6 hours of sleep. This leaves 2 hours of light activity in which to take a camp action from the following list. ___ **Elves, Constructs, and More** Some 5e races have unique sleep requirements. They consequently spend less of their time sleeping or sleep in unique ways. They can take the “Take a Watch” action as many times as they have available time for after taking care of whatever resting needs they have, but may take only one other Camp Action while gaining the benefits of a long rest. ___ #### Take a Watch Adventuring is dangerous, and adventurers often decide to long rest in strange places—sometimes it’s best to set a watch. #### Craft An adventurer that takes this action can make 2 hours of progress toward Crafting during a long rest. This progress is made at the end of the long rest. In order to take this action, the adventurer must have the related crafting tools on hand. Requires a campfire, and any [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]] checks during this time are made with disadvantage. #crafting #### Cook A special form of the crafting Camp Action that can be taken with cook’s utensils. A hearty meal sits better than any trail rations... even when it is cooked from the simplest of ingredients. You and all willing creatures (willing to eat your cooking) regain an additional Hit Die from the long rest when it is finished. Requires a campfire, and any [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]] checks during this time are made with disadvantage. #hitDice #### Prepare The life of an adventure has many challenges and it is only natural a cautious adventurer would want to prepare for them. Select one ability score to prepare for the upcoming day and perform 2 hours of an activity that hones it for the challenges ahead (you could prepare Strength or Dexterity through stretches or exercises, Intelligence through studying, Wisdom through meditation, etc). After you finish the long rest, you gain an expertise die to use on any single check, attack, or saving throw. The expertise expires in 24 hours, but may be refreshed by taking this Camp Action again. May require a campfire, and any [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]] checks during this time are made with disadvantage. #bonusExpertise #### Slumber Sometimes a hard day of adventuring deserves a little extra shut eye. Taking this Camp Action is more akin to a camp inaction, and you get the full recommended 8 hours of sleep. During this deep slumber, automatically fail [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]] checks and your passive Perception is 0, however you awake with 1 inspiration. Requires a campfire, and any Wisdom (Perception) checks during this time are made with disadvantage. #inspiration #### Task Sometimes you will have a task that requires your time, but doesn’t fit into the above options. For example, copying spells to your spell book as a wizard. When engaging in such a task, you can replace your Camp Action with making 2 hours of progress toward that task. May require a campfire, and any [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]] checks during this time are made with disadvantage.