Updated July 7, 2026

D&D 5e Rest Rules Reference (Short and Long Rest)

A short rest is a period of at least 1 hour during which you can spend Hit Dice to regain hit points and recharge short-rest features, including Warlock Pact Magic slots. A long rest is at least 8 hours and restores all lost hit points, all spent spell slots, and up to half your total Hit Dice, and reduces exhaustion by one level.

Short rest vs long rest

Short rest Long rest
Minimum time 1 hour 8 hours
Hit points Spend Hit Dice to heal Regain all lost HP
Hit Dice None recovered Regain up to half your total (min 1)
Spell slots None (except Warlock Pact Magic) Regain all spent slots
Exhaustion No change Reduced by 1 level
Frequency As often as the day allows Once per 24 hours

How a short rest works

A short rest is at least an hour of downtime doing nothing more strenuous than eating, reading, or tending wounds. Its main benefit is Hit Dice. You may spend one or more of your Hit Dice, roll each die, add your Constitution modifier to each, and regain that total in hit points. You choose how many to spend after each roll, so you can stop once you feel topped up.

Many class features also recharge on a short rest, such as the Fighter’s Second Wind and the Warlock’s Pact Magic spell slots. Because Warlocks get their slots back this way, they play very differently from other casters across a long day.

How a long rest works

A long rest is at least 8 hours, most of it spent sleeping (at least 6 hours) with the remainder light activity. Finishing one restores all lost hit points and all expended spell slots. You also recover spent Hit Dice, but only up to half your total number rounded down, with a minimum of one die. If your exhaustion level is 1 or higher, a long rest reduces it by one, assuming you had food and water.

The limits that matter

Two constraints keep rest from being free. You can only gain the benefit of one long rest per 24-hour period, and you must have at least 1 hit point when it begins. A long rest is also fragile: more than 1 hour of walking, fighting, casting spells, or other strenuous effort interrupts it, and you must start the 8 hours over to get any benefit.

How Adventure Codex handles it

Adventure Codex builds rests into the tracker directly. A short rest resets every feature and consumable you have marked as short-rest recovery, and a long rest resets both short-rest and long-rest items, refills spell slots, and restores HP in one tap. Each rest snapshots your state first, so a mistaken tap is a single undo away.

Frequently asked questions

How long is a short rest in D&D 5e?

At least 1 hour of light activity. During it you may spend Hit Dice, roll each one, add your Constitution modifier, and regain that many hit points.

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

You regain up to half of your total Hit Dice, rounded down, with a minimum of one die. You do not get all of them back, which is why Hit Dice recover slowly over multiple days.

Can you take more than one long rest per day?

No. You can only benefit from one long rest in any 24-hour period, and you must have at least 1 hit point to start one.