D&D 5e Short & Long Rest Calculator & Hit Dice Simulator
Optimize resource pacing across your adventuring day. Simulate Hit Dice healing rolls, track the 50% Hit Dice recovery cap on long rests, evaluate class feature recharges (Warlock slots, Action Surge, Ki), and compare Standard vs. Gritty Realism rest variants.
Character Setup & Rest Configuration
Hit Points & Pool Health
Hit Die: d10 | Dice Available: 4 / 5☕ Short Rest Recharged Features
🌙 Long Rest Recharged Features
The Biology of Rest in 5e: Hit Dice Mechanics & Natural Healing
In Dungeons & Dragons 5th Edition, survival during an extended expedition hinges entirely on how a party manages its rest economy. Unlike earlier tabletop editions where natural healing was painfully slow (often requiring weeks of bed rest to regain a handful of hit points without magical intervention), 5e introduces the Hit Dice Pool as an abstract representation of stamina, grit, and physical endurance.
Every character possesses a pool of Hit Dice equal to their character level:
• d6: Sorcerer, Wizard
• d8: Artificer, Bard, Cleric, Druid, Monk, Rogue, Warlock
• d10: Fighter, Paladin, Ranger
• d12: Barbarian
Whenever your character pauses for a Short Rest, you can choose to spend one or more Hit Dice from your available pool. For each die spent, you roll the die (or take the fixed average if your Dungeon Master allows), add your Constitution modifier, and regain that many hit points.
Crucial Rule: A negative Constitution modifier cannot reduce your healing below zero. If a sickly wizard with a -1 Constitution modifier rolls a 1 on a d6, they still regain a minimum of 0 hit points rather than losing health while resting.
Short Rest Architecture: 1 Hour of Tactical Triage
As defined in Chapter 8 of the Player’s Handbook, 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.
Step-by-Step Short Rest Healing Process
- Sequential Spending: A player does not need to declare in advance how many Hit Dice they will spend. You can roll a single Hit Die, add your Constitution modifier, observe your new HP total, and then decide whether to spend another die.
- Party Buff Stacking: Abilities like the Bard's Song of Rest (granting an extra 1d6 to 1d12 healing to anyone who spends Hit Dice) should be factored in immediately.
- Resource Reset: Short-rest dependent classes—specifically Monks (all Ki points), Warlocks (all Pact Magic slots), and Fighters (Action Surge and Second Wind)—fully recharge their signature combat powers.
Long Rest Mechanics: Sleeping, Guard Duty & Interruption Rules
A Long Rest represents a deep, uninterrupted sleep and mental recuperation lasting at least 8 hours. Under standard adventuring conditions:
- Sleep Requirement: A character must spend at least 6 hours sleeping. Up to 2 hours can be spent in light activity, such as standing watch (guard duty), reading, talking, or eating.
- Elven Trance: Elves do not sleep. Instead, they meditate deeply for 4 hours (the Trance trait), gaining the full benefits of a long rest in half the time under revised rules.
- The 24-Hour Cooldown: A character cannot benefit from more than one long rest in any 24-hour period. If you finish an 8-hour rest at 6:00 AM, you cannot gain the benefits of another long rest until 6:00 AM the following morning.
What Truly Interrupts a Long Rest?
One of the most frequently misadjudicated rules in 5e is the interruption threshold. Under official Rules as Written (RAW):
Notice the explicit phrasing: at least 1 hour. A sudden midnight ambush by wandering wolves or bandits lasting 3 combat rounds (18 seconds in game time) does not break a long rest. The party can dispatch the wolves, bandage their bites, and resume sleeping for the remaining hours. The rest is only ruined if the combat and subsequent emergency defense lasts an entire continuous hour.
Hit Dice Recovery Mathematics: The 50% Rule
While completing a long rest completely restores your character to their maximum hit points, it does not restore your entire Hit Dice pool.
Dice Regained = Floor(Character Level / 2) (Minimum of 1)
This mathematical restriction is the game's built-in mechanism for attritional campaign pacing:
| Character Level | Total Hit Dice Pool | Dice Regained Per Long Rest | Days to Fully Recharge from Zero |
|---|---|---|---|
| Level 1–3 | 1–3 dice | 1 die | 1 to 3 days |
| Level 4–5 | 4–5 dice | 2 dice | 2 to 3 days |
| Level 6–7 | 6–7 dice | 3 dice | 2 to 3 days |
| Level 8–9 | 8–9 dice | 4 dice | 2 to 3 days |
| Level 10–11 | 10–11 dice | 5 dice | 2 to 3 days |
| Level 16–17 | 16–17 dice | 8 dice | 2 days |
| Level 20 | 20 dice | 10 dice | 2 days |
If an adventuring party pushes deep into a megadungeon and burns through all of their Hit Dice over consecutive brutal short rests, a single night's sleep will leave them with only half their stamina pool the next morning. It requires two full consecutive long rests with minimal damage taken to fully replenish a depleted Hit Dice reserve.
Dungeon Master Rest Variants: Gritty Realism vs. Epic Heroism
In the Dungeon Master's Guide (Chapter 9), Wizards of the Coast provided alternative rest frameworks to suit different campaign tones and narrative tempos:
1. Gritty Realism (DMG p. 267)
Under Gritty Realism, the duration of rests is drastically expanded:
- Short Rest: 8 hours of sleep or light downtime.
- Long Rest: 7 full days of sanctuary downtime in a secure town or stronghold.
Why DMs Use It: In wilderness exploration or urban political campaigns where encounters naturally happen once every couple of in-game days, standard 5e rules allow spellcasters to cast their highest-level spells in every single combat encounter with impunity. Gritty Realism restores the intended 6-to-8 encounter adventuring day budget across an in-game week, forcing Wizards and Clerics to conserve spell slots while making short-rest martials (Fighters, Rogues, Monks) shine.
2. Epic Heroism (DMG p. 267)
At the opposite extreme, Epic Heroism accelerates downtime:
- Short Rest: 5 minutes (a quick breather to catch your breath).
- Long Rest: 1 hour. Spellcasters can only recover slots up to 5th level on an 8-hour cadence to prevent spell spamming.
Why DMs Use It: Ideal for superhero-style fantasy, intense military sieges, or marathon dungeon crawls where stopping for 8 hours would be narratively absurd.
Class Resource Recovery Matrix: Short vs. Long Rest Dependency
| Class | Rest Reliance | Short Rest (1 Hr) Recharges | Long Rest (8 Hr) Recharges |
|---|---|---|---|
| Warlock | Extreme Short | All Pact Magic spell slots (1st–5th) | Mystic Arcanum (6th–9th level spells) |
| Monk | Extreme Short | All Ki / Focus points | Full HP, Half Hit Dice |
| Fighter | High Short | Action Surge, Second Wind, Superiority Dice | Indomitable rerolls |
| Druid | Moderate Short | All Wild Shape charges, Natural Recovery | All Spell Slots, Full HP |
| Cleric | Moderate Short | Channel Divinity (1–3 uses), Harness Divine Power | All Spell Slots, Divine Intervention |
| Wizard | Moderate Long | Arcane Recovery (once per day) | All Spell Slots, Signature Spells |
| Paladin | High Long | Channel Divinity charges | Lay on Hands pool, All Spell Slots |
| Bard | Mixed | Bardic Inspiration (Level 5+ Font of Inspiration) | All Spell Slots, Inspiration (Levels 1–4) |
| Sorcerer | High Long | Sorcerous Restoration (Level 20 only) | All Spell Slots, All Sorcery Points |
| Rogue | Independent | Essentially resource-independent (Sneak Attack is at-will) | Stroke of Luck |
Frequently Asked Questions
Does taking a Short Rest automatically expend all remaining Hit Dice?
No! Spending Hit Dice during a short rest is entirely optional. You choose whether to spend zero, one, or several Hit Dice based on how much health you need to recover. Any unspent Hit Dice remain safely in your pool for future rests.
Do you heal if you have 0 Hit Points when a Long Rest begins?
Under official rules (PHB Chapter 8), a character must have at least 1 hit point at the start of the rest to gain its benefits. An unconscious character at 0 hit points must first be stabilized (via a DC 10 Medicine check, Healer's Kit, or Spare the Dying) and regain at least 1 HP before they can begin a long rest.
Can a character cast spells like Goodberry or Aid right before finishing a Long Rest?
Under official Sage Advice rulings, casting spells right before a long rest ends to carry over buffs (such as casting Aid, Death Ward, or Goodberry during hour 7 of an 8-hour rest) can be disallowed if the DM adjudicates that casting leveled magic constitutes strenuous activity that disrupts the rest. Most tables require spell slots used during a rest to not be immediately restored.
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