Can A Brief Rest Restore A Bard’S Spells?

In Dungeons and Dragons, resting serves as both a narrative pause and a crucial game mechanic. The game has two types of rests: long rest and short rest. Short rests allow friendly creatures to regain hit points by spending Hit Dice at the end of the short rest, allowing them to regain an extra hit point. Most classes do not recover spells on a short rest, except for Druids and wizards, who have a feature that allows them to recover a few slots. Warlocks recover all spells on a short rest.

Some classes can recover spell slots without taking a long rest, such as Bards, Clerics, Druids, Eldritch Knights, Paladins, Rangers, Arcane Tricksters, Sorcerers, and Wizards. Warlocks have their spell slots fully replenished after a short rest, while other spellcasting classes need a Long Rest to recharge their spells.

When you finish a short rest, you can choose expended spell slots to recover, with the combined level depending on your class. Long rest always recovers spell slots for all classes, but some classes can also recover spell slots without taking a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using this feature.

A bard regains expended uses after a long rest, and at 5th level, the Font Of Inspiration feature allows them to regain them after a short of long rest. As a lore bard, you can take 4th level spells, whereas before, you were only able to take 1st-3rd level spells.


📹 Short Rest feature recovery is going away, how might that look? D&D 5e

Timestamps: 0:00 Intro 5:48 Races 6:46 Feats 8:05 Barbarian 9:23 Bard 12:07 Cleric 15:04 Druid 16:30 Fighter 18:57 Monk 24:38 …


Do Warlocks regain spell slots after short rest?

The Warlock table displays the number of spell slots and their respective levels. To cast a spell of 1st level or higher, one must expend a spell slot. These slots are regained after a short or long rest. For instance, at 5th level, you have two 3rd-level spell slots, and to cast a 1st-level spell, you must spend one slot. At 1st level, you have two 1st-level spells of your choice from the spell list.

Do wizards get spells back on short rest?

You can regain magical energy by studying your spellbook and choosing expended spell slots to recover once a day after a short rest. These slots can have a combined level equal to or less than half your wizard level, and none can be 6th level or higher. For example, a 4th-level wizard can recover up to two levels worth of spell slots. When reaching 2nd level, you can choose an arcane tradition, shaping your magic practice through one of eight schools, such as Evocation.

What do bards gain in a short rest?

At 5th level, Bardic Inspiration is regained after a short or long rest. At 6th level, you can use musical notes or words to disrupt mind-influencing effects. You can start a performance lasting until the end of your next turn, giving you and friendly creatures within 30 feet advantage on saving throws. The performance ends early if you are incapacitated or silenced. By 10th level, you have plundered magical knowledge from various disciplines and can choose two spells from any class, including this one, of a level you can cast or a cantrip.

Do you regain spells on short rest 5e?
(Image Source: Pixabay.com)

Do you regain spells on short rest 5e?

The text explains that spell slots generally recharge on a long rest, but some classes have abilities that allow some or all of their spell slots to recharge on a short rest. The author recently began DMing with a group of friends online using FG, and the first week was a lesson in using the software and relearning D and D rules. They are having trouble finding the exact rules regarding the recovery of spell slots for each class. They find that warlocks recover all spell slots after a short rest, while all others are after a long rest.

However, they cannot find the answer in their purchased modules for FG. They have both the DM guide, Player’s Handbook, and Monster’s Manual, but they cannot find the information about spell slots. They are seeking clarification or guidance on where to find the information in their purchased modules.

What do you get back on short rest?

A character can reclaim HP by rolling a number of their hit dies after an uninterrupted short rest, which can be used to quickly regain lost health after a long fight. Some classes, such as Warlocks and Fighters, can reclaim their key class features by completing a short rest, unlike other spellcasters. Warlocks can reclaim their spell slots by completing a short rest, while Fighters can regain their Action Surge feature by concluding a short rest.

What comes back on a short rest 5e?

The D and D 5E Free Basic Rules only cover a small portion of the content available on Roll20. Additional options are available in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Adventurers need rest to sleep, eat, tend wounds, refresh their minds for spellcasting, and prepare for further adventures. They can take short rests during an adventuring day and a long rest at the end of the day. These rules provide a comprehensive overview of the content available on Roll20.

Does short rest recover HP?
(Image Source: Pixabay.com)

Does short rest recover HP?

A character can spend Hit Dice at the end of a short rest, up to their maximum number, which is equal to their level. For each Hit Die spent, the player rolls the die and adds the character’s Constitution modifier, regaining hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity for no more than 2 hours.

If interrupted by strenuous activity, the character must restart the rest to gain any benefits. At the end of a long rest, a character regains all lost hit points and spent Hit Dice, up to half of their total number (minimum of one die). For example, if a character has eight Hit Dice, they can regain four spent Hit Dice upon finishing a long rest.

What comes back on a short rest 5E?

The D and D 5E Free Basic Rules only cover a small portion of the content available on Roll20. Additional options are available in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Adventurers need rest to sleep, eat, tend wounds, refresh their minds for spellcasting, and prepare for further adventures. They can take short rests during an adventuring day and a long rest at the end of the day. These rules provide a comprehensive overview of the content available on Roll20.

Do Warlocks regain spell slots on a short rest 5E?

The Warlock table displays the number of spell slots and their respective levels. To cast a spell of 1st level or higher, one must expend a spell slot. These slots are regained after a short or long rest. For instance, at 5th level, you have two 3rd-level spell slots, and to cast a 1st-level spell, you must spend one slot. At 1st level, you have two 1st-level spells of your choice from the spell list.

How to recover spell slots?

Spell slots return when you rest, providing energy for spell casters and martial fighters. After a long rest, all expended spell slots are restored, allowing mages to cast again. Warlocks, on the other hand, return their spell slots after a short rest, allowing them to excel in long adventuring days or dungeon crawls. Class-specific ways to return spell slots include sorcerers exchanging sorcery points for spell slots and wizards using Arcane Recovery.

Do bards regain spell slots on short rest?
(Image Source: Pixabay.com)

Do bards regain spell slots on short rest?

Warlocks are able to replenish their spell slots entirely following a brief period of rest, whereas other spellcasting classes are required to engage in a longer period of rest, known as a “long rest,” to recharge their spells.


📹 How does Bard Magic Work in Dungeons & Dragons – Spell Slinging Saturday

How does Bard Magic Work in Dungeons & Dragons – Spell Slinging Saturday Bards draw their magic prowess from their mastery …


Can A Brief Rest Restore A Bard'S Spells?
(Image Source: Pixabay.com)

Pramod Shastri

I am Astrologer Pramod Shastri, dedicated to helping people unlock their potential through the ancient wisdom of astrology. Over the years, I have guided clients on career, relationships, and life paths, offering personalized solutions for each individual. With my expertise and profound knowledge, I provide unique insights to help you achieve harmony and success in life.

Address: Sector 8, Panchkula, Hryana, PIN - 134109, India.
Phone: +91 9988051848, +91 9988051818
Email: [email protected]

About me

31 comments

Your email address will not be published. Required fields are marked *

  • Personally, I like the mechanics that spell casters (aside from Warlocks) are more dependent on long rests while Martials are more dependent on short rests. At mid to high levels spell casters outpace martials in many ways. But in a long dungeon crawl where you can’t take a long rest, martials gain ground, because by the time you’re 2 or 3 combats in and need a short rest instead of a long rest, most spell casters have probably used up half their slots. Whereas the Warlock has the pact slots back, Fighters have their second wind and action surge back, and monks have their ki points back. I don’t think there’s anything inherently wrong with more stuff being long rest with prof bon, it’s fine, but it’s fun for me to balance resources based on if they come back on a short or long rest, I’m more likely to use something that I know will come back on a short rest.

  • Personally, as a Warlock enjoyer, here’s my take. I think the idea of more Eldritch Invocations can definitely work. BUT! They will need a lot of them. Like, a lot, lot more. If I remember, back in 3.5 a max level Warlock could take 12 invocations, and there were a ton of them! Some of which I think would be awesome in 5E (Crawling eye and disembodied hand are my favorites from 3.5, look them up if you haven’t already they’re super gross and awesome) That, and Warlock would still need some way to gain spells on their own. It doesn’t make much sense of course to toss the entire Warlock spell list out of a window. I hope they don’t get rid of the short rest mechanic entirely, since it was the one feature that made Warlocks feel truly unique as compared to the other spellcasters (yes, I know about Arcane recovery. But still, it’s more unique on Warlock). Something I would really, really like to see though, is maybe just two more spell slots for Warlock. Hell, I’d be happy with just one…Is that too much to ask?!

  • I feel like “When you roll initiative” is terribly under-utilized and could resolve some of the trickier situations where a short rest is too short but a long rest is too long. I would definitely like to see more of this, but admittedly I have no data to support whether this is a good idea or not. =P

  • What you describe for warlocks is essentially what I’ve been thinking would better fit the fluff for sorcerers. I’ve struggled with how sorcerers are supposed to be innately magical due to their heritage, but they still use spell slots. The spell points option addresses this, but so would your suggestion for warlocks. Interesting.

  • My idea was “encounter points” and DMs hand them out for doing things like combat, traps, interesting NPC conversations; players would use them to refill some of their stuff but they would be devised in such a way you were mechanically rewarded for being a little daring and continuing to progress. On a sleep they all go away and you start building them up from zero again. Basically wotc has decided short rests means everyone just doing a rest after every fight and it destroys the balance.

  • I hope they WON’T allow feature to get more uses with Proficiency. More uses w. proficiency makes sense for racial abilities and abilities granted by feats… as they need to scale. But… if class features get “free scaling” built into them, dipping for features becomes more attractive. I’d rathre they just give “x number of this feature” (and allow more uses as levels increase) for class features.

  • Sorcerers need to be Constitution based casters, have Metamagics equal to their Proficiency Bonus, they should also be able to use Hit Dice to cast spells or Levels of Exhaustion to cast spells, and they shouldn’t need to have to use a Arcane Focus to cast spells. Another big change I feel like Sorcerers need is to move the 14th and 18th Level Subclass Features to 10th and 14th Level. This should be done because in most games you never really go past 14th Level. If this is done, you also need to give Sorcerers a 18th Level Class Feature that is equivalent to Spell Mastery that Wizard’s get at 18th Level.

  • So a couple of notes, with cleric and Paladin I disagree, I think you can just make it “proficiency bonus per long rest” yes, you normally get more uses as you get higher level, but that is the thing with “proficiency bonus per long rest” you ALSO get more uses as you get higher levels. So this isn’t actually a problem, at most at level 18 you can make it double proficiency bonus, but for the most part you do not need to. Fighter’s action surge is the same, thing all you have to do is make the stipulation that you can only do 1 action surge per turn until 17th level when you can now do 2 per turn and again the proficiency bonus scales with you so you are fine. For Battle master, I think we can look at the psionic fighter for inspiration and now the Battle master has a number of Superiority dice = to double his proficiency bonus and he use his bonus action to recover one of his battle master dice a number of times = to his proficiency bonus. Monk, remember that they said it would be backwards compatible with tasha’s cauldron and with Xanathar’s guide and now fizban’s so we can’t get rid of Ki entirely. HOWEVER, we can limit the number of things it effects and make it long rest recovery. You wanted to a resource for Stunning strike, Ki that is for it or your subclass features that recovers on a long rest and the number of ki you have being = to your level AND you only getting ki at level 3 when you unlock your subclass features largely solves these problems. Everything else you list is fine.

  • Great article and I agree with basically all the changes put forth except Warlock. I certainly respect your thoughts on it but just as a personal preference I like the Warlock as a caster and the spell list and yes adding more invocations would be great, but it would give less variety vs choosing from over 100 different spells I think. I’m in the camp of adding more spell slots for them. How much and how often, thats tough. Maybe not as much as a regular caster, but more than a half caster…tough to say. If you say 3x what they currently have (assuming 2 short rests a day would give about that) thats pretty powerful at lvl 9 to say a Warlock can cast 6x 5th lvl spells when caster’s only get 1x 5th lvl at the time. But Warlock spell list is very specific vs others so maybe it could work.

  • I don’t like a warlock w/o pact slots. I like limiting short rests and the monk thing sounds really interesting, but warlocks benefit greatly from recovering their slots. I feel like if short rests are actually going away, they need a new recovery option. Could just be twice per day, you can spend a minute to recover your slots. something like that

  • I do worry that changing recovery on short rest for 1/SR abilities to be X/LR would increase the nova potential of the party, and when DMing its already a concern and why encounters are often set up the way they are, with the intent of reducing party resources before they get to a bigger fight. Even so, not all parties work like that and not all campaigns are suited to those situations. The times when players can just unload everything in one combat per day, they’d have even more to offload in that combat. They’d also be no less drained after doing so than they previously would have been when waiting for an opportunity to short rest.

  • Deleting Ki from Monks also breaks the optional features from TCoE. Ki-Fueled attack requires a ki be spent during the attack, and gets a bonus action attack out of it. If Flurry of Blows is free, then this feature only really allows the attack with a monk weapon as a bonus action, which is probably fine being free even if it is a longbow. Quickened Healing is fine Proficiency Bonus per Long Rest uses. This turns it into Action Second Wind, which is probably fine. Focused Aim is a bit like Stunning Strike in my opinion. They’re both too powerful to be free to use on every attack, and giving them only proficiency bonus per long rest uses is too few. I could see them both existing and sharing the normal Ki pool between the two of them. I could see instead limiting them to either once per turn each for free, and maybe once per combat or proficiency bonus per long rest can apply them to every attack for a round. Having Focused Aim always be +2 seems fair if it’s free, but having it be adding a second Proficiency to the attack(s) a limited amount might be fine too. Also, and I only know this because now the fist-enhancing nature is reminding me of them, but Arcane Archer recovers their 2 arrow uses on short rest. They should probably either have endless supply of arrows (since it’s already limited to one total arcane shot per turn) or refresh them at the beginning of combat. Maybe replace the now redundant level 15 subclass feature with something. Alternatively, maybe they have proficiency bonus arrow of each shot option per long rest.

  • I do kind of agree with the potential of letting warlocks recover THEIR spell slots per proficiency per day…but that’d make them more powerful than Wizard and sorc imo. (As someone who loved using their warlock). I will stand by warlock being the best spellcaster…but I don’t want them OP. And they are already limited in spell slots so giving them # of spell slots recovered per proficiency per day, won’t change much either. It’ll just mean recovering all slots once a day which already happens with sr.

  • Personally I like the concept of pact magic as-is right now though. I just thing that they need more slots right out the gate. Would the class be broken if they had all four slots at say, sixth level? I don’t think they would be. That said, I’m definitely on-board with them getting a bunch more invocations that are ‘you can cast a spell’.

  • Your preferred font of inspiration suggestion breaks bounded accuracy. Clerics: You think they’ll need some additional mechanic to regain website divinity uses? I know…maybe they can regain them by taking a 10-minute to 1-hour rest! You know, like a long rest, but shorter. Getting rid of short rest mechanics is stupid. Short rest mechanics add much-needed flavor to a game that was maybe too streamlined and simplified.

  • Honestly i have grown to like the warlock and it’s nuking quirk. It is just cool in combat and you get the utility from invocations.. i really hope they don’t ruin that feel. Your suggestion comes close and has “less resources” aka the 2-4 spellslots to track (lol) but it kinda does not feel the same. Unless there are invocations that give combat spells it would be just more EB… EB to infinity..

  • Unpopular opinion, I wish SR were kept. I think they add a fun component when you try to balance how much a party would benefit VS how much time can they spare. I never understood the “only I need / don’t need it” sentiment: it’s a team game, the whole team can benefit if a single person gets more powerful after a rest. I do think the game needs to be rebalanced for 2 combats with 1 SR in between so that if you play single combat games, the SR characters aren’t left in the dust, whereas if you can get that 1SR, those characters can feel powerful, and potentially waaay more powerful on the rare instances you can get more than one rest.

  • Warlocks. Here is my recommendation to fix them without short rests. Could we not just give them Charisma Modifier (min +1) number of spell slots recovered on a long rest? When getting to mid level give them a class ability that adds PLUS proficiency times per long rest additional spell slots. This adds a little extra casting which lets be honest every Warlock player probably wanted. We then add my mentioned feature mid – later game ( level 11? ) keeping them more on par with other casters with many more spells known and slots available. We then do not need to address invocations unless we want to add more variety and most of the inherent feel of the warlock remains.

  • I think the most likely change for the warlock is just similar to what you did with website divinity. Proficiency bonus times per day they can meditate for like 10 minutes and get their spell slots back. Your suggested change would invalidate almost every single warlock sub class they’ve ever printed and I don’t think WotC wants to do that. Likewise for the monk I guess, who I figure will just get all their ki when they roll initiative with stunning strike limited to once per turn like sneak attack, most subclasses don’t have use for ki outside of combat and ki empowered healing would have to be changed as well for the bag of rats problem.

  • Bit late, but 2 thoughts (props to everyone who came up with these/similar before me, I didn’t go through the whole comment section) 1) regarding times when making an ability be “equal to Proficiency per long rest” that is too much or too little, it could be “equal to double Prof” or “half Prof, rounded up/down”, depending on balance. 2) ((TLDR your’e suggesting a very fundamental change to warlocks beyond their faster spell recovery feature, and invocations in general are not as powerful as you suggested.)) Even though I’d love for warlocks to be no longer short-rest based (I’m currently the only short rest player in my current long-campaign), your proposed fix is too big of a change. This is not just the nostalgia talking: while I was shocked by your suggestion that they could/should remove Ki from monks, your’e right that (aside from 4 elements) the class would actually change very little with your proposed changes. But warlock… it’s not just “we get our spell slots back faster” that made pact magic appealing. It was the whole, “I may only have 2 spell slots, but those two spells hit like trucks!” with all of our spell slots being max level. Part of the uniqueness of building/leveling a warlock is prioritizing spells that can be up casted at higher levels. What you’re proposing is to change Warlocks from “a few big spells” to “infinite small spells”, which is a MAJOR change that I feel a lot of people would not be ok with. Additionally, the way invocations currently work is that a lot of them can only be cast at their lowest level.

  • I’m already down as not liking features being online Proficiency Bonus times/long rest. It’s too generic. I’d rather they be avail;able the appropriate Ability Modifier number of times per day. More specific to the race/background/class of the character. And another puzzle piece to make fit when thinking about building a character. How do I build the character in such a way that I get the most possible uses of my features? ASI, Feat, or Half-Feat at Levels 4, 8, 12, 16, & 19?

  • What I think will happen is that Short Rest and Long Rest will be dramatically changed. Long Rest will be replaced with a “Refresh”, which reloads your powers. Then, every 10 minutes you aren’t in combat or pushing yourself, you may spend a Hit Die to restore (die + Con) HP. Furthermore, I believe more features will turn into passives or have a cost of Hit Dice, so that the number of things to track based on Proficiency per Refresh won’t be too many. For example, why not just make it so the barbarian rage (which can probably be renamed to Berserker Rage) can just be used at will without limit at times per day? Paying Exhaustion or a Hit die really could just be enough. Or what if the character sheet now has a “Powers” section where you can tally or mark the uses of powers? Also I think there’s a real chance that Bonus Actions might get axed, condensing to one Main Action, and one Minor Action, but with more options for Free Options or “Once per 10 minutes” or “Once per Round” options. I think the path ahead for the Warlock is doubling down and making it as magical martial without ANY spell slots. Instead, things like Hexblade and Eldritch Blast act as your weapons, and then Invocations, subclass, and Patron will give straight up powers. This will make them feel like the “I wanna do magic but God I hate vancian magic” Class they were meant to be, embracing an identity they were already going down.

  • I don’t think the answer for the Bard’s inspiration recovery is that great. making it stronger instead I feel takes away from features like the College of Whispers’ psychic blades. At 4th level with a +5 charisma it would be 2D6 + 5 let’s say. Averaging 12 bonus damage per attack. 60 bonus damage over the entire day. Currently it would be 7 average. 35 over all uses before a short rest. 70 average in a day with max uses and only one short rest. Take it to 15th level where it will be. 8d6+5 bonus damage 33 bonus damage average each hit. 165 over the entire day. Compared to 28 bonus damage average per hit. 140 without any rests, 280 with only one rest.

  • I think you are way overcomplicating pact magic. Just have them refill their pack slots out of combat up to their proficiency a day. Make them do it out of combat (“You must spend a minute in silent communication with your patron”) and it’s a solved problem because it can’t be spammed during combat. It solves the Bag of Rats problem too and it doesn’t require a bunch of new Invocations. If anything it makes the Warlock a bit more powerful if a DM is using a “standard day” of 6-8 medium difficulty encounters with 2 short rests because a Warlock will have more than +2 proficiency once they hit level 5, so that’s good news for those non-Hexblade, PHB Warlocks who felt underpowered.

  • I notice that many of your speculations/suggestions are similar to something I’ve been saying for a while (but probably not in any circles you’re in): Bring back the 4e “slot” mechanic. Just in case someone’s not familiar: In 4e, spell slots, and some other abilities, are divided into number of stuff you can do At Will, number of stuff you can do Per Encounter, and number of stuff you can do Per Day. At Will is a Cantrip or an otherwise always-available feature. Per Encounter is currently the per-short-rest recovery, your “when you roll initiative, regain X” would do the same. And Per Day is equivalent to the “number of times equal / multiplier of your proficiency bonus per long rest”.

  • I disagree with the argument that getting rid of short rest abilities is a good thing. I agree that the classes should be a little more standardized so that they have a similar number of SR and LR abilities. Turning everything into a LR ability is really bad for coherent adventure design in a “general fantasy” game where you can supposedly do anything. SR’s are generally designed for once every 2-3 encounters while LR’s are designed for once every 6-8 encounters. That’s important because when you design an adventure, you’re basically forced to design it with a target of 6-8 encounters if you want it to be balanced. Good luck designing a 2 encounter guildhouse heist without the LR spellcasters being massively overpowered since they can blow all their spells meant for a 6-8 encounter adventure day. The GM has far more flexibility with adventure design if more features are SR based because you can reasonably create a 2-3 encounter adventure, a 4-5 encounter adventure, or a 6-8 encounter adventure and have all of them be balanced. The advantage of resource management on a shorter time scale is far greater flexibility. The DM doesn’t have to go “how can I stretch this quick 2 encounter task to an arbitrarily long 6 encounters”. I do agree, though, that the features should be standardized so that LR classes have more vital SR features and vice versa, since that corrects for weaker GM’s who may overpower their LR characters by only running 1-2 encounters per day, or the rarer scenario of GM’s who allow SR’s every single encounter.

  • A few of my own suggestions in cases where I feel like your points aren’t already what I’d do myself: 1) What if Font of Inspiration worked like the capstone Superior Inspiriation instead? And then ultimately you replace Superior Inspiration with something entirely new, and honestly my proposal would just upgrade the Bardic Inspiration die from a d12 to a d20. Reward folks who stick with bard until the end with something big! 2) For the cleric’s and paladin’s website Divinity… I think forcing them to spend 5 minutes meditating as if they were concentrating on a spell to regain one use would work. It’s easier to slot into an adventuring day, and if there’s a longer period where they can take a break, they can get back multiple uses by chaining that meditation and for most clerics it’s would legit just be 10 minutes to get back both uses. That way it doesn’t force clerics to do stuff like healing. 3) The divination wizard’s Third Eye feature could allow wizards to pick one option whenever they finish a long rest and then they can change it during that day whenever they cast a divination spell of 2nd-level or higher. I think that would be elegant. 4) Certain spells warlocks could have access to via their invocations could still be one per long rest or a number of times per long rest equal to their proficiency bonus!

  • Giving warlocks double proficiency bonus spells but making half of them a level or two lower would be strong. But they’d have 6 level 3 spells and 6 level 5 spells at level 17. And mystic arcanum would stay unchanged. This would definitely make warlocks feel more like full casters but they’d still get way less spell slots having 12+4 instead of the 20 that other classes have they have stronger classes. Or thier spells known turn into “pb/lr” but they get less spells known? Having a bunch more invocations specifically to allow warlocks to cast one thing would imo require them to give warlocks EB and AB by default and maybe they get 1 invocation per level instead of every other level. But casting spells like summon greater demon at will would be insane. Maybe there could be 1-2-3 times per long rest spells to keep it balanced. But a level 7 waroock assuming the worst scenario of 1 short rest currently can summon 4 demons of level 5 or lower.

  • Regarding warlock, i’ve considered replacing short rest recovery with an out of combat meditation/patron beseech (1 minute, perhaps) usable pb/long rest, much like the suggested arcane recovery change (albeit with more uses). Bit of a nerf early on assuming the party took copious short rests. Maaaaybe too powerful once a pb of +6, though crunching the numbers should be easy enough.

  • 8:40 Don’t agree with your opinion on Relentless Rage. It actually makes no sense. You’re barely hanging onto life. Why would it reset when your rage ends? Why would it reset without resting? You can get like 3-5 attempts at this as it is, anyway. What you propose is giving them 6-10 chances. The rage is what kept you alive….why do you assume you get to walk around and do stuff, then join another combat with a fresh DC? That’s unreasonable. Instead of walking around and fighting again, he should be resting. Afterall, he just cheated death once or more times. The character would be exhausted beyond belief, and once the rage ends, the wounds set in. Like an athlete that collapses, after giving their all, when the adrenaline wears off. Then, imagine you have to fight again…there’s no way you’d have a fresh source of adrenaline to be as effective as the first, without any rest. Unreasonable to think otherwise. A better argument is that you go unconscious when your rage ends if you’ve used this feature successfully once or more, or get some exhaustion for each success or something, from basically resisting death. I think you have this one backwards, bro. It resets when you rest. Anything else does not make sense. Raging just makes it available to you, rage doesn’t refresh you, LOL!

  • Maybe/hopefully they bring back per-encounter like 4th had. Would be great for battle masters, warlocks, then even key points if it 2x prof bonus. Some things where just way too limited(warlocks pac slots). Also making short rests 5 or 10 mins I think would be good too, but right now too many people get too much back like you are saying. I love your vids, but how is tracking 8 of something harder then tracking 3 of something? Tracking “more types” of resources is hard, but tracking higher number of same resources is almost a non- issue. A couple of suggestions where to add another thing to keep track of vs giving more. Having 8 to keep track of should not be an issue. Also the start of combat for bardic inspiration is good too I think, I would rather have more lesser uses then less more powerful for those. I do like the many evocation options. Make it more “build a class”. Do like pact slots, maybe slots per long rest and more evocations.

Latest Publications

Tip of the day!

Pin It on Pinterest

We use cookies in order to give you the best possible experience on our website. By continuing to use this site, you agree to our use of cookies.
Accept
Privacy Policy