Dnd 5e Spell Slots Short Rest
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.
This calculator uses the multiclassing rules found in the 5th Edition Player's Handbook, with the assumption that artificers will be treated as half-casters, like paladins and rangers. Please note that artificers, paladins, rangers, eldritch knights, and arcane tricksters gain spell slots at a different rate while multiclassing than they do. 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. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.
Epic Heroism
All your spell slots, recharge after every short or long rest, Saves for Spells are based on Intelligence, following the traditional Formula. 8+Profiency Bonus+ Attribute Modifier= Save DC Attack based Spells can be based off either Intelligence or Dex, this includes when you use your guns to cast Spells. 'All spell-casting classes may use their Hit die to recover spell slots instead of health only during a short rest. The player takes the total amount rolled on their hit die and halves it, rounded down, and that is the total pool they have for recovering slots (min 1). Each slot is worth an amount of points equal to their slot level.
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.
Dnd 5e Spell Slots Short Rest Play
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 Stops
Dnd 5e Short Rest Spell Slots
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.