Resting 5e rules

SRD 5.1 rules text (the 2014 rules), under adventuring.

Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.

Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.

Short Rest

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character 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 some spent Hit Dice upon finishing a long rest, as explained below.

Long Rest

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting spells, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Hit points from a Hit Die

The average a character regains for each Hit Die spent on a short rest, by die size and Constitution modifier:

Hit Die−1+0+1+2+3
d62.53.54.55.56.5
d83.54.55.56.57.5
d104.55.56.57.58.5
d125.56.57.58.59.5

Exhaustion is also removed one level per long rest; see Exhaustion.

How resting works

A short rest is at least an hour of downtime: eating, drinking, reading, tending wounds. At the end of it, you can spend Hit Dice to heal. Roll each one and add your Constitution modifier, one at a time, deciding after each roll whether to spend another. You have as many Hit Dice as your level. Warlock spell slots, a fighter’s Second Wind and Action Surge, and a monk’s ki all come back on a short rest.

A long rest is at least 8 hours, spent sleeping and doing light activity like reading, talking, eating or standing watch for no more than 2 hours. At the end, you regain all lost hit points and half your total Hit Dice (at least one), and most classes get back their spell slots and daily features. You need at least 1 hit point to start one, and you can benefit from only one long rest in 24 hours.

If an hour or more of strenuous activity (walking, fighting, casting spells or similar) interrupts a long rest, you have to start it again.

Resting in play

What changed in 2024

The lengths are the same: a short rest is 1 hour and a long rest 8. A 2024 long rest restores all lost hit points and all spent Hit Dice, not half, and removes one level of exhaustion. It’s interrupted by rolling initiative, casting a spell other than a cantrip, taking any damage, or an hour of walking or other exertion, and an interrupted long rest of at least an hour still counts as a short rest.

Common questions

How long is a short rest?

At least 1 hour, doing nothing more strenuous than eating, drinking, reading and tending wounds.

How many Hit Dice do I get back on a long rest?

Half your total number of Hit Dice, rounded down, with a minimum of one. A 7th-level character gets back 3. In the 2024 rules you get all of them back.

Can I keep watch during a long rest?

Yes. Standing watch is light activity, and you can do up to 2 hours of it during an 8-hour long rest.

What interrupts a long rest?

At least an hour of strenuous activity, such as walking, fighting or casting spells. A short fight doesn’t ruin it under the 2014 rules; you carry on resting.

How many long rests can I take in a day?

You can benefit from only one long rest in any 24-hour period, and you need at least 1 hit point when it starts.

How many short rests can I take?

There’s no limit. The Dungeon Master’s Guide expects about two short rests per adventuring day, but it’s up to the DM how often the party can safely stop for an hour.

Resting compared with related rules

RuleHow it compares
ExhaustionA long rest removes one level, if you’ve had food and drink. It’s one of the few ways to recover from it.
Tiny HutA ritual dome of force that lasts 8 hours, exactly one long rest, and keeps everything outside out.
Rope TrickAn hour in an extradimensional space for up to eight creatures: a hidden short rest.
Prayer of Healing2d8 + modifier to six creatures in 10 minutes. Healing when there isn’t time for an hour’s rest.
Periapt of Wound ClosureDoubles the hit points you regain from each Hit Die you spend on a short rest.

More adventuring rules