Short Rest Rules
At least 1 hour of downtime. Spend hit dice to recover HP. Many class features ([[compendium:class:Warlock]] slots, Ki, [[compendium:feat:Action Surge]]) recharge on short rests.
A short rest is a period of downtime, at least 1 hour long, during which characters rest, tend wounds, and recover spent resources.
Duration: At least 1 hour. Characters can eat, drink, read, and keep watch. No strenuous activity (combat, spellcasting, marching).
Hit Dice recovery: During a short rest, you can spend one or more of your hit dice. For each hit die spent, roll the die and add your Constitution modifier — regain that many hit points (minimum 0 per die).
Class features that recover on a short rest:
- Fighter: Action Surge, Second Wind
- Warlock: All Pact Magic spell slots
- Monk: All Ki points
- Bard (level 5+): Bardic Inspiration uses (Font of Inspiration)
- Cleric: Channel Divinity (one use per short rest)
- Druid (Circle of the Land): Natural Recovery (once per day on a short rest)
- Wizard: Arcane Recovery (once per day on a short rest)
- Fighter (level 2+): Action Surge
Interrupting a short rest: If a short rest is interrupted by combat, casting a spell, or at least 1 minute of strenuous activity, the entire rest must be restarted to gain any benefit.
Frequency: There is no limit on how many short rests you can take per day, but practical considerations (time pressure, dangerous locations) usually limit them. Many DMs allow 1-2 short rests per adventuring day.
Tactical importance: Short rests are crucial for Warlocks, Fighters, and Monks, who recover primary resources on short rests. Long-rest-dependent classes (Wizards, Sorcerers) benefit less. A party that skips short rests disadvantages short-rest classes significantly.