Gritty Regen

Gritty Realism Rest Variant
This campaign uses a version of the "Gritty Realism" variant rest rules from the Dungeon Master's Guide. The following rules apply.
 * Short Rest: In order to complete a short rest, a creature must follow all of the requirements for a long rest in the standard rules. i.e., a short rest takes 8 hours of extended downtime, only one short rest can be accomplished in a 24 hour period, etc.


 * Long Rest: A creature gains the benefits of a long rest only after completing a short rest on a morning whose date ends in 0 or 5 (the 5th, 10th, 15th, and so on). For example, when a creature completes a short rest on the morning of the 25th day of the month, they gain the benefits of a long rest. See the page on the in-world Calendar for more information.

Exceptions and Clarifications

 * Exhaustion: One level of exhaustion is removed by the successful completion of a short rest.
 * Preparing Spells: If your class normally chooses prepared spells each long rest, you now choose prepared spells each short rest.


 * Recurring Effects: Diseases, spells, and other conditions that normally cause recurring effects on a long rest now cause those effects on a nightly (short rest) basis.


 * Magic Items: Magic item charges and recharge times are altered on a case by case basis. As a general rule, most magic items that would normally recharge or regain charges daily instead recharge each long rest.


 * Attunement: Attuning to a magic item requires an hour of uninterrupted focus, instead of the normal requirement of a short rest. The same rule applies to learning a magic item's properties by studying it.


 * Crafting Magic Items: The rules for crafting magic items are adjusted to reflect this rest variant, as detailed in Rules for Crafting Magic Items.
 * Spells: Certain rest- and shelter-related spells have been modified to accommodate this variant (see Modified Spells). In general, the rule of thumb is that a spell that is intended to last for the duration of a short or long rest has its duration increased to match the variant rule. Spells with special effects caused by repeatedly casting the spell may now function differently. For instance, a teleportation circle can now be made permanent by casting it at the same location once every five days, instead of once every day.
 * Spell Slots / Mana: This campaign uses a spell point variant system in place of spell slots. See the Spell Points page for details.

Class-Specific Exceptions and Clarifications
Warlocks
 * The Eldritch Invocation Gift of the Depths normally allows you to cast water breathing once per long rest. Under this variant, you can instead cast water breathing once per short rest.

General Disclaimer
Some other effects or mechanics that normally require a short rest may only require an hour of downtime in this variant. These will be evaluated on a case-by-case basis as they come up. Unless specifically ruled otherwise, any effect or mechanic that normally requires a short rest still requires a short rest.

Some other effects or mechanics that normally require a long rest may only require a short rest in this variant. These will be evaluated on a case-by-case basis as they come up. Unless specifically ruled otherwise, any effect or mechanic that normally requires a long rest still requires a long rest.