Resting

Introduction
Pacing is a key part of creating an engaging and immersive narrative. This campaign places a great emphasis on exploration of and engagement with the world in which it takes place. Espera is a world that has its share of danger, but is not actively hostile, so a degree of cation is also important. In order to promote exploration and creative risk-management following changes have been made to the rest system as it is laid out in the PHB. Given the slower pace of this campaign (there’s no vampire hunting you this time), these changes should bring about more narrative changes than mechanical ones. Also, this is an overall increase in the usefulness of martial classes who typically regain many resources on a short rest.

Short Rest
Requires 8 hours without strenuous activity, at least 7 of which must be spent sleeping.

Elves are only required to spend 3 hours meditating on a short rest, but do not receive the benefit of completing their rest until the normal time elapses.

Characters who prepare spells may exchange their prepared spells with other spells of the same level(s) following the completion of a short or long rest, regardless of whether or not that character regained expended spell slots.

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.

Enoch recovers all uses of Channel Divinity.

Izzy recovers all spent ki points.

Maya recovers all uses of Channel Divinity.

Damacus recovers all used spell slots, and use of Fey Presence.

Long Rest
Requires 72 hours without strenuous activity, at least 21 of which must be spent sleeping.

Elves are only required to spend 10 hours meditating on a long rest, but do not receive the benefit of completing their rest until the normal time elapses.

Characters who prepare spells may exchange their prepared spells with other spells of the same level(s) following the completion of a short or long rest, regardless of whether or not that character regained expended spell slots.

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).

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.

Mario recovers all uses of Rage.

Enoch recovers all used spell slots, and uses of Channel Divinity.

Izzy recovers all spent ki points.

Maya recovers all used spell slots, uses of Divine Sense, Lay on Hands points, and uses of Channel Divinity.

Damacus recovers all used spell slots, and use of Fey Presence.

Strenuous Activity
“Strenuous Activity” includes combat, taking damage in excess of your Constitution modifier, or failing a skill check with a penalty for failure (ex. Failing an athletics check to jump across a large gap, but not failing a knowledge check).

Downtime
You will find that there has intentionally been left a significant amount of downtime for non-combat activity. In addition to using this time for talking to NPCs, taking on a profession or engaging in standard investigation would like to incorporate the following downtime activities.

Buying a Magic Item TODO
see page 126 of Xanathar's Guide

Resources. abc

Resolution. abc

Complications. abc

Carousing TODO
see page 126-128 of Xanathar's Guide

Resources. abc

Resolution. abc

Complications. abc

Crafting an Item
Resources. A character needs the appropriate tools, proficiency with those tools, raw materials worth half of the item's selling cost, and a number of workweeks equal to the selling cost of the item divided by 50. Multiple items can be crafted in a workweek as long as the total combined cost is 50 GP or lower. Items that cost more than 50 GP can be built over multiple workweeks as long as the work in progress is stored in a safe location. Multiple characters can work on the same items, as long as everyone has proficiency and access to the required tools, and this causes the amount of time it takes to craft the item to be divided by the number of characters crafting.

Complications. There is a 10% chance of a complication for every five workweeks spent crafting.

Brewing Potion of Healing
Resources. A character needs proficiency and access to a herbalism kit. The time and financial cost of brewing these potions are listed in the table below.

Crime
Resources. Requires 1 week and at least 25 GP gathering information on potential targets before committing the intended crime

Resolution. The character makes three checks: Dexterity (Stealth), Dexterity using thieves' tools, and the player's choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception). The player chooses one DC for all three checks from the table below. Complications.

Gambling
Resources. Requires one workweek of effort plus a stake of at least 10 GP, to a maximum of 1,000 GP or more, as you see fit.

Resolution. The character makes 3 checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill skill in any of the checks. The DC for each of these checks is 5+2d10; generate a separate DC for each one. Complications. Every workweek spent gambling brings a 10% chance of a complication

Pit Fighting
Resources. Requires one workweek of effort from the character

Resolution. Character makes three ability checks: Strength (Athletics), Dexterity (Acrobatics), and a Constitution check that has a bonus equal to a roll of the character's largest Hit Die (this does not spend that die). The character can replace one of these skill checks with an attack roll using one of the character's weapons. The DC for each check is 5 + 2d10; generate a separate DC for each one. Complications. Every workweek fighting beings a 10% chance of a complication

Relaxation
Resources. Relaxation requires one week. A character needs to maintain at least a modest lifestyle while relaxing to gain the benefit of the activity.

Resolution. Characters who maintain at least a modest lifestyle while relaxing gain several benefits. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration.

Complications. Relaxation rarely comes with complications.

Religious Service
Resources. Requires 1 workweek of time and access to a temple whose beliefs and ethos align with the character

Resolution. Player chooses to make an Intelligence (Religion) or Charisma (Persuasion) check. A favor is a promise of future assistance from a representative of the temple, such as: help dealing with a specific problem, general political or social support, or reducing the cost of cleric spellcasting by 50%. A character can only have a maximum of unused favors equal to 1 + Charisma modifier, minimum 1.

Complications. Every workweek brings a 10% chance of a complication

Research
Resources. A character requires access to a library or sage, one workweek of effort, at least 50 GP spent on materials and bribes, and a declaration of a specific person, place, or thing to focus on.

Resolution. The player makes an Intelligence check with a +1 bonus per 100 GP spent beyond the initial investment, to a maximum of +6. In addition, a character with access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Complications. Every workweek spent in research brings a 10% chance of a complication.

Scribing a Spell Scroll
Resources. A character must have proficiency in Arcana, provide any material components required to cast the spell, must have the spell prepared (or know the spell if the caster does not prepare spells), and spend time and gold as determined by the level of the spell in the table below. Complications. Every workweek spent scribing brings a 10% chance of a complication

Selling a Magic Item
Resources. A character can find a buyer for one magic item by spending one workweek and 25 GP, which is used to spread word of the desired sale. A character must pick one item at a time to sell.

Resolution. A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The price is halved for consumable items like scrolls or potions. Complications. Every workweek spent trying to sell an item brings a 10% chance of a complication.

Training
Resources. Receiving training in a language or tool takes (10 - Intelligence modifier) workweeks, and 25 GP per workweek.

Complications. Every 10 workweeks spent in training brings a 10% chance of a complication.

Work
Resources. Performing a job requires one workweek of effort.

Resolution. To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Consult the table below to see how much money is generated according to the total of the check. Complications. Ordinary work is rarely filled with significant complications. Still, each workweek of activity brings a 10% chance that a character encounters a complication.