Modified Rests for Darker Dungeons

Below are expanded resting rules for Darker Dungeons. They use some of the normal rules for long and short rests in some ways but have some restrictions in regards to natural healing, hit die, and spell slots making camping in the wilderness less advantageous.

As characters heal more slowly it makes extended treks difficult to while in the wilderness without the spending of resources to augment natural healing. Most things in Darker dungeons that occur during a long rest now occurs during an extended rest

Healing When Bloodied (DD V2.2 P.74)

These rules may clash with the healing when bloodied rule in Darker Dungeons, if you choose to use both rules while taking a long rest and bloodied they must use a bandage or other healing item before they gain up to half their maximum hit points, they must use another healing item to spend hit die above half their max hit points.

Treating Wounds (DD V2.2 P.75)

If using wounds from Darker dungeons, you may make the necessary check during a long rest not a quick rest, and wounds will heal over the course of an extended rest instead of a long rest.

Healing Wounds (DD V2.2 P.75)

This rule changes from a long rest to an extended rest

Satiated Hit Points

Satiated hit points act like temporary hit points but do not interact with them in any way aside from them stacking with temporary hit points and will be lost before temporary hit points in combat, satiated hit point will last either 8 hours or until a quick, long or extended rest whichever occurs first.


Short Rest

You gain these benefits when you perform a short rest.

- 1-hour minimum (Usually rest to eat and drink rations)

- Setup: No setup needed (Just sitting down and resting).

- Death saves: Heal no saves.

- Healing: You can only spend hit die if you spend healing items (bandages, healers kit).

- Food & Water: If you spend a food and water ration you roll a die equal to your lowest hit die and gain the result in hit points and an additional amount equal to the roll in Satiated hit points.

- Hit die: No hit die gain.

- Feature uses: No features are regained.

- Spell slots: no spell slots can be regain taking a quick rest.

- Stress: No stress healing occurs.

Long Rest

You gain these benefits every time you perform a long rest.

- 8-hour minimum (Camping in the wilderness and resting for a night)

- Setup: Setup required like Darker Dungeons short rest. Camping required like standard Darker Dungeons short rest.

- Death Saves: Heal one failed save.

- Food & Water: Same as quick rest.

- Feature uses: Regain feats and skill like standard 5e short rest.


You you may gain any of these benefits when you perform a long rest up to twice each between extended rests.

- Healing: Heal half up to half their max hit points.

- Hit Die: Gain up to half their maximum number of hit die, may spend only to heal above half hit points if healing items (bandages) are used.

- Spell slots: Each spell level regains up to half of their max rounded up plus spell slots gained via features on a short rest, no spell slots above 5th level can be regained except by class features or items.

- Stress: Remove 1/4 of current stress up to 10 max.

Extended Rest

You gain these benefits when you perform an extended rest.

- 1-week minimum (Must be within a town or generally safe place)

- Setup: Works like Darker Dungeons long rest, including downtime activities.

- Death Saves: Heal all saves.

- Healing: Heal to full hit points.

- Food & Water: Same as quick rest.

- Hit Die: Gain all hit die.

- Feature uses: Regain feats and skills like standard 5e long rest.

- Spell slots: All spell slots are regained.

- Stress: Stress level is dropped to 0.