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How much do you heal from short rest?

A short rest is an important game mechanic in Dungeons and Dragons 5th edition that allows characters to replenish some of their resources. During a short rest, which takes about 1 hour, characters can use hit dice to regain hit points and certain classes like fighters, monks, and warlocks regain the use of some of their abilities. Understanding how much you can heal during a short rest is key to managing resources over the course of an adventure.

Using Hit Dice to Regain Hit Points

The primary way to heal during a short rest is by spending hit dice. Each character class has a hit die associated with it – for example, a fighter has a d10 hit die. When a character takes a short rest, they can spend some number of their hit dice up to their maximum. For each hit die spent, the character rolls it and regains hit points equal to the number rolled plus their Constitution modifier.

For example, a 5th level fighter with 16 Constitution (+3 modifier) has 5d10 hit dice. During a short rest, they can choose to spend some of those dice to heal. Let’s say they spend 3 hit dice. They would roll 3d10, getting a 5, 8, and 3 for a total of 16. Adding their +3 Constitution modifier brings the total to 19 hit points regained.

In general, the amount of hit points regained equals the hit dice spent times the average roll value, plus the character’s Constitution modifier for each die spent. A character can’t spend more hit dice during a rest than their level indicates – a 5th level character couldn’t spend 6 hit dice in a single short rest, for example.

Hit Dice and Hit Point Maximums

The hit points regained through hit dice during a short rest can’t exceed a character’s hit point maximum. For example, if a fighter with 40 maximum hit points is currently at 12 hit points, and they roll 16 hit points worth of healing from hit dice, they would only heal up to their maximum of 40 hit points, not up to the full 16.

Regaining Class and Racial Abilities

In addition to replenishing hit points, a short rest allows characters of certain classes to regain some expended resources:

  • Fighters – Regain the use of their Second Wind ability, allowing them to heal 1d10+fighter level hit points.
  • Monks – Regain ki points and the use of ki abilities like Flurry of Blows and Stunning Strike.
  • Warlocks – Regain all expended spell slots.
  • Wizards – Can replace one prepared spell with a different one from their spellbook.

Some racial traits also refresh on a short rest, like a dragonborn’s Breath Weapon or a dwarf’s Dwarven Resilience.

Using Other Rules to Regain Hit Points

There are a couple other rule options dungeon masters can allow players to use to heal during a short rest:

Treating Wounds

The treat wounds action available in some published adventures lets a character spend a healing kit charge to allow another character to recover hit points equal to their hit dice maximum (e.g. 10 for a fighter). This takes 5 minutes and can be done multiple times during a short rest.

Heroic Recovery

The Heroic Recovery option from the DMG allows characters to regain hit points equal to half their total hit dice (minimum of one die). For example, a 3rd level fighter could regain 1d10+Con hit points this way. This can be done once per long rest.

Healing Options Requiring a Long Rest

While short rests allow some recovery, characters gain the most healing and refresh the most abilities by taking a long rest. A long rest is 8 hours long and allows characters to:

  • Regain all lost hit points
  • Regain up to half their total hit dice (minimum of one die)
  • Prepare new spells (for spellcasters)
  • Regain all expended class abilities

Long rests are often taken overnight while a party camps, giving them time to tend wounds, pray, and recover their strength.

Managing Short Rests in Your Campaign

Since short rests allow characters, especially warriors, to recover hit points and abilities quickly, DMs should carefully manage how they are allowed. Some guidance includes:

  • Enforce the 1 hour time requirement – don’t allow a “5 minute short rest”
  • Limit them to safe locations where PCs can actually rest
  • Remember that random encounters can interrupt a rest
  • Use time pressure to limit their usefulness
  • Ensure long rests are still required for full recovery

By managing short rests carefully, DMs can maintain the proper balance between classes and keep resource management meaningful.

Short Rest Healing Examples

Here are some examples of characters regaining hit points during a short rest using different options:

Hit Dice

Character Hit Dice Con Mod Hit Dice Spent HP Regained
Level 5 Fighter 5d10 +3 3 dice 19 HP
Level 3 Rogue 3d8 +1 2 dice 9 HP

Second Wind (Fighter)

Character Level Regained
Level 6 Fighter 6 1d10+6 HP

Treat Wounds

Character Hit Die Max Regained
Level 7 Cleric 8 (d8) 8 HP

Heroic Recovery

Character Total Hit Dice Regained
Level 4 Bard 4d8 2d8 HP

Conclusion

Knowing the options for healing during a short rest empowers both players and DMs to make informed choices about managing resources like hit points and class abilities. While short rests provide a welcome boost, the full recovery of a long rest is still often required. Employing short and long rests effectively is a key part of adventure pacing and challenge in 5th edition Dungeons and Dragons.