Dnd 5e Spell Slots Short Rest

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  1. Yes, warlock spell slots return on a short rest. In fact, warlock spell slots return on a short or long rest, not just short rests, as detailed on PHB page 107 under the Spell Slots section of the Warlock's Pact Magic feature:. You regain all expended slots when you finish a short or long rest.
  2. 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.

They have extremely limited spell slots; only up to 4 at level 5. However, they replenish all of their spell slots after a full, short rest. Two classes can recover spells during short rests. The Druid’s Circle of the Land is the casting druid, and thus at level 2 they can replenish spell slots equal to half their total level.

Content of the article: 'Short Rest Spell Points instead of Long rest spell slots'

I am of the opinion that the Short to Long Rest ratio is one of the biggest design problems of 5e. It was designed for two short rests per long rest, but almost no one plays that way. There are multiple reasons why, but one of the most consistent Ive seen at the table is that casters spend all of their slots on the first two fights and then they pressure everyone to long rest. So Ive been thinking of how to make Spell Slots (the most significant long rest resource) into a short rest resource. Using spell points is the obvious next step, but it has two big problems:

  1. It tramples warlocks
  2. Using all of the points to cast the highest level spells possible breaks the game.

So I thought of a hybrid:

Take the spell point numbers from the DMG, divide by three (rounding up), and that is how many spell points a caster gains after a short or long rest. Next, the caster is still limited to the spell slots from the table, but only for the higher level slots.

Take the highest slot level the caster has, divide by 2 (round down). That level and below are not limited by spell slots. So for example, a 7th Level Cleric can cast 4th level spells. Divide this by 2 to get 2nd level spells. The Cleric can cast as many 1st and 2nd level spells as they have points to fuel, but they still have a maximum of one 4th level spell and three 3rd level spells per long rest. To see what their adventuring day might look like, let's say that wizard wants to cast their biggest spells as fast as possible.

Spell Points: 38 Points per rest: 13


Slots cast: 4th, 3rd, 1st : 13points

Short Rest

Slots cast: 3rd, 3rd, 2nd: 13 points

Short rest

2nd, 2nd, 2nd 2nd, **OR** 2nd, 2nd, 2nd, 1st, 1st

Long Rest

**Considerations & Variations**

If they take another short rest, you can either hold them to the 38 point max, or you can continue to give them the 13 points while limiting them to 2nd or less, though you'd have to give anyone else relying a long rests something (the biggest would be a barbarian's rages). This would probably be because of megadungeons or long overland travel variations where you cant long rest on the road.

Arcane/Natural Recovery: They can only get points back for spent spell slots they recovered.

Dnd 5e Spell Slots Short Rest

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Dnd 5e Spell Slots Short Rest

Dnd 5e Spell Slots Short Rest Free

The rules for short and long rests presented in chapter 8 of the Player’s Handbook work well for a heroic-style campaign. Characters can go toe-to-toe with deadly foes, take damage to within an inch of their lives, yet still be ready to fight again the next day. If this approach doesn’t fit your campaign, consider the following variants.

Epic Heroism

This variant uses a short rest of 5 minutes and a long rest of 1 hour. This change makes combat more routine, since characters can easily recover from every battle. You might want to make combat encounters more difficult to compensate.

Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their maximum spell slots (rounded down) at the end of a long rest, and to limit spell slots restored to 5th level or lower. Only a full 8-hour rest will allow a spellcaster to restore all spell slots and to regain spell slots of 6th level or higher.

Gritty Realism

This variant uses a short rest of 8 hours and a long rest of 7 days. This puts the brakes on the campaign, requiring the players to carefully judge the benefits and drawbacks of combat. Characters can’t afford to engage in too many battles in a row. and all adventuring requires careful planning.

Dnd 5e Spell Slots Short Rest Play

This approach encourages the characters to spend time out of the dungeon. It’s a good option for campaigns that emphasize intrigue, politics, and interactions among other NPCs, and in which combat is rare or something to be avoided rather than rushed into.