el-remmen
Moderator Emeritus
So I have been slowly working on my Vanity Frankenstein homebrew rules hack for 2014 5E (with stuff from other editions and variant game thrown in) and one of the changes I made was to how rests and healing works. I thought I'd share it here for some feedback. I made this a "[+]" thread because I am not interested in people arguing with me about doing something like this at all, but am more interested in the opinions of folks who can accept the premise for the changes and point out stuff I hadn't considered or suggest beneficial changes.
The short version of the change is that short rests are shorter and Hit Dice must be spent to hope to restore all your hit points after a Long Rest, otherwise a Long Rest only gets you back enough HPs to make you no longer Bloodied (i.e. half hit points) [which is why I included the description of the Bloodied condition below]. Also I made it so you get back all your HD after a Long Rest b/c in my homebrew rules HD can also be spent to power certain class abilities, spells, and feats, so players may have a reason to not want to spend them all.
The shorter Short Rest is balanced in my style of play in that most random encounter rolls during adventures (depending on the environment and specific location) happen in 10 minute increments. Thus the length of the shorter Short Rest is typically offset by up to two chances of something happening upon you while you rest.
Bloodied
A creature whose current Hit Point total is at less than 1/2 of their maximum is Bloodied. While being Bloodied does not have its own effects, it can trigger others. After a Long Rest, characters who are Bloodied gain just enough Hit Points to no longer be.
Short Rest
A Short Rest is a period of Downtime, at least 20 minutes long, during which a character catches their breath and does nothing more strenuous than eating, drinking, reading, tending to wounds, and other light activities. Any interruption of this brief restful period requires that the character start over.
At the end of a Short Rest, a character regains the use of any abilities that are refreshed by a Short Rest.
Furthermore, a character who has at least 1 Hit Point can spend one or more Hit Dice at the end of a Short Rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains their spent Hit Dice upon finishing a Long Rest.
A Short Rest cannot be taken within 1 hour after the end of another Short or Long Rest.
Long Rest
A Long Rest is a period of extended downtime, at least 8 hours long. During which a character must sleep for at least 6 hours and can perform light activity — reading, talking, eating, or standing watch — for no more than two hours. If the rest is interrupted by a period of strenuous activity, spellcasting, fighting, or similar adventuring activity, the characters must begin the rest again to gain any benefit from it. Though in some cases a foreshortened Long Rest can be made into a Short Rest, if voluntarily discontinued.
A character cannot benefit from more than one Long Rest in a 24-hour period, nor can it be started within 1 hour of the end of a Short Rest. A character must have at least 1 hit point at the start of the rest to gain its benefits.
At the end of a Long Rest, a character regains the use of any abilities that are refreshed by a Long Rest, all their Hit Dice up (to their maximum), any lingering failed Death Saves, and just enough Hit Points to no longer be Bloodied. Furthermore, they can expend Hit Dice up to their current number (as during a Short Rest). Each die is modified by Constitution. Any Hit Dice restored by the Long Rest are available to use in this way. Lastly, finishing a Long Rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
For example, Rollo is a 6th-level berserker with 2 out of 6 d12 Hit Dice remaining, a Constitution of 16, and a maximum of 65 hit points. He is Bloodied, having 13 Hit Points remaining, which is below his Bloodied threshold of 32. At the end of a Long Rest, in addition to certain class abilities, he regains 4 Hit Dice. Rollo also regains enough Hit Points to no longer be Bloodied, putting him at 33. He then chooses to expend 3 f his Hit Dice--3d12+9--regaining 27 Hit Points in the process, and reaching a new total of 60 Hit Points. Rollo now has 3 Hit Dice left.
The short version of the change is that short rests are shorter and Hit Dice must be spent to hope to restore all your hit points after a Long Rest, otherwise a Long Rest only gets you back enough HPs to make you no longer Bloodied (i.e. half hit points) [which is why I included the description of the Bloodied condition below]. Also I made it so you get back all your HD after a Long Rest b/c in my homebrew rules HD can also be spent to power certain class abilities, spells, and feats, so players may have a reason to not want to spend them all.
The shorter Short Rest is balanced in my style of play in that most random encounter rolls during adventures (depending on the environment and specific location) happen in 10 minute increments. Thus the length of the shorter Short Rest is typically offset by up to two chances of something happening upon you while you rest.
Bloodied
A creature whose current Hit Point total is at less than 1/2 of their maximum is Bloodied. While being Bloodied does not have its own effects, it can trigger others. After a Long Rest, characters who are Bloodied gain just enough Hit Points to no longer be.
Short Rest
A Short Rest is a period of Downtime, at least 20 minutes long, during which a character catches their breath and does nothing more strenuous than eating, drinking, reading, tending to wounds, and other light activities. Any interruption of this brief restful period requires that the character start over.
At the end of a Short Rest, a character regains the use of any abilities that are refreshed by a Short Rest.
Furthermore, a character who has at least 1 Hit Point can spend one or more Hit Dice at the end of a Short Rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains their spent Hit Dice upon finishing a Long Rest.
A Short Rest cannot be taken within 1 hour after the end of another Short or Long Rest.
Long Rest
A Long Rest is a period of extended downtime, at least 8 hours long. During which a character must sleep for at least 6 hours and can perform light activity — reading, talking, eating, or standing watch — for no more than two hours. If the rest is interrupted by a period of strenuous activity, spellcasting, fighting, or similar adventuring activity, the characters must begin the rest again to gain any benefit from it. Though in some cases a foreshortened Long Rest can be made into a Short Rest, if voluntarily discontinued.
A character cannot benefit from more than one Long Rest in a 24-hour period, nor can it be started within 1 hour of the end of a Short Rest. A character must have at least 1 hit point at the start of the rest to gain its benefits.
At the end of a Long Rest, a character regains the use of any abilities that are refreshed by a Long Rest, all their Hit Dice up (to their maximum), any lingering failed Death Saves, and just enough Hit Points to no longer be Bloodied. Furthermore, they can expend Hit Dice up to their current number (as during a Short Rest). Each die is modified by Constitution. Any Hit Dice restored by the Long Rest are available to use in this way. Lastly, finishing a Long Rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
For example, Rollo is a 6th-level berserker with 2 out of 6 d12 Hit Dice remaining, a Constitution of 16, and a maximum of 65 hit points. He is Bloodied, having 13 Hit Points remaining, which is below his Bloodied threshold of 32. At the end of a Long Rest, in addition to certain class abilities, he regains 4 Hit Dice. Rollo also regains enough Hit Points to no longer be Bloodied, putting him at 33. He then chooses to expend 3 f his Hit Dice--3d12+9--regaining 27 Hit Points in the process, and reaching a new total of 60 Hit Points. Rollo now has 3 Hit Dice left.
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