In Dungeons and Dragons, resting is a crucial game mechanic and narrative pause. There are two types of rests: long rest and short rest. Warlocks recover spell slots after a short rest, while the rest of the classes need a long rest. Wizards have a special ability called Arcane Recovery that allows them to choose expended spell slots to recover once per day when they finish a short rest. The spell slots can have a combined level equal to or less than half their Druid level (rounded up), and none of the slots can be 6th-level or higher.
If the rest is interrupted by strenuous activity, characters must begin the rest again. Warlock spell slots return on a short or long rest, not just short rests, as detailed in PHB page 107 under the Spell Slots section of the Warlock’s Pact. This feature allows the Druid to regain a number of expended spell slots equal to half (rounded up) their Druid level. The recovered spell slots must be of a level the Druid can cast and cannot be 6th-level or higher.
Short rests are a period of time depending on your class, with some classes recovering spell slots without taking a long rest. Warlocks recover all spell slots after a short rest, while all others are after a long rest. When you finish a short rest, you regain 1 Spell Slot of this Level.
Spellcasting spells of 6th level and higher are fully replenished after a short rest. All other spellcasting classes need a Long Rest to completely recharge their spells. The recovery of spell slots is hard capped to two short rests and one long rest per day. Full casters get their 6th-9th level spells normally but regain all expended spell slots when finishing a short or Long Rest.
📹 Baldur’s Gate 3 Guide to Spellcasting and Magic
Baldur’s Gate 3 Guide to Spellcasting and Magic In this Baldur’s Gate 3 guide video, I’m going to explain everything you need to …
Do monks get ki back on short rest?
The expenditure of Ki points is only possible following the completion of either a short or long rest. Once this has been done, the expended Ki is drawn back into the individual in question. A minimum of 30 minutes of rest is required for the replenishment of ki points. In order to resist the effects of certain ki features, a saving throw must be made. This saving throw is calculated as follows: Ki save DC = 8 + proficiency bonus + Wisdom modifier.
How many short rests per day 5e?
The general design model for adventuring days includes two short rests, which can vary depending on the pace of play. After a short rest, the DM decides how much time must elapse before another short rest can start. Rests are not meant to be a button, but a narrative pause. Developer Jeremy Crawford suggests that if a player declares they are taking a short rest, the DM and the group should decide if it makes sense to do it narratively before dealing with the mechanics of the short rest. Over a full adventuring day, the party will likely need to take two short rests, about one-third and two-thirds of the way through.
How many spell slots do warlocks get back on a 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, so you cast the 1st-level spell thunderwave. At 1st level, you know two 1st-level spells from the spell list. You learn a new spell every time you gain a level from 2 through 9, and at level 19. A spell you choose must be no higher than the slot level column for your level.
Do paladins regain spell slots on short rest?
The Paladin table displays the number of spell slots available for casting spells. To cast a spell of 1st level or higher, you must expend a slot of the spell’s level or higher. All expended spell slots are regained after a long rest. To prepare a list of available spells, choose a number equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. For example, a 5th-level paladin with a 14 Charisma can have four 1st or 2nd-level spell slots. Casting a 1st-level spell doesn’t remove it from your list of prepared spells.
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.
Do wizards regain spell slots on a 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.
How many spell slots does a short rest restore?
The text posits that following a period of rest, designated as a “Long Rest,” a player may regain one spell slot of a given level, with this process occurring once per “Short Rest.” This represents a bonus for spells of 6th level and above, which are particularly challenging to cast. A player is permitted to cast a single spell of 6th level or higher between all of the aforementioned spells. It is not possible to cast this spell again until a short or long rest has been completed.
How much does a short rest heal?
During short rests, any number of hit dice may be rolled, resulting in the regaining of hit points equal to the number rolled plus the character’s Constitution modifier. A long rest replenishes all health points and spell slots, and restores half of the character’s hit dice. It should be noted, however, that JavaScript may be disabled or blocked by an extension or browser that does not support cookies.
How long is a short rest in 5e?
A brief period of rest is defined as a minimum of one hour of downtime during which a character engages in activities such as eating, drinking, reading, and wound care. This may be attributed to the fact that JavaScript is disabled or blocked by an extension, or that the browser in question does not support cookies.
How much HP is restored on short rest?
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 do you get back on a short rest?
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.
📹 Baldur’s Gate 3 – INFINITE SPELL SLOTS & NEW SUMMON – 21 Secrets You Need to Know – Tips & Tricks!
Monster Hunter Rise Sunbreak gameplay is on hold for now we look at new Baldur’s Gate 3 gameplay and it’s awesome Baldurs …
You can change the equipment on any follower, and disarm summons. For followers, pickpocket them, open your inventory to place a items in the pickpocket window. To access their inventory, open your inventory with I, move the window, and click on their portrait. Double click any items you gave them to equip it. With summons, access their inventory the same way, but to disarm them, drag their weapons to their inventory, and then drag it to the ground. This makes the most powerful combination of weapons that I know of available. The Deva mace, obtained from the Planar Ally:Deva, and the Flail of the Vortex, from Summon Elemental: Air Myrmidion. On it’s own, the Deva mace is stronger, with 1d6+6 Bludgeoning + 4d8 Radiant, but the Flail gives you the weapon action Electrified Flail, and this adds 1d10 lightning to the Deva Mace attack for free. So if you have a level 11 fighter, with the mace main hand and the flail secondary, you can do 3*(1d6+6+4d8+1d10)+1d8+9+1d8, or up to 187 damage, on every single standard turn, without buffs.
There’s a necklace that provides an extra level 2 spell slot. As a sorcerer, you can equip -> use that slot to turn it to sorcery points then unequip. Rinse and repeat as many times as you’d like for infinite meta magic! The amulet does not have a per short/long rest cap so you can literally stand somewhere and spam it. Infinite Sorcery points = infinite spell slots = infinite sorcery points basically x”D As a totally new player to BG3/DnD/CRPG in general, when I figured out this exploit i was so proud xD
The “Regain Hit Points” effect is a hidden effect, which is usable important NPCs and also objects like those restoration pods in the tutorial Nautiliod (or any other objects that serve an identical function). From what I’ve seen, that effect operates identically to the Angelic Rest potion, which regens all hit points and restores spell slots up to lvl 5. But I’ve noticed it doesn’t restore level 6 spell slots (only that one very rare amulet seems to restore lvl 6) nor does it restore “Per Long Rest” gear abilities. No idea if that’s intended behavior.
Sorry if already covered at some point. Minor thing but some people might sleep on it. Once you reach level 10 you can get a hireling cleric to use their Devine intervention to get the legendary weapon rather than having to use your main character or shadowheart’s. Not tested if you can respec all the hirelings into cleric to use their for more weapons or camp supplies.
I think originally the max level cap was intended to be 10 instead of 12. Which means that the highest spell level obtainable used to be 5 instead of 6. It is possible that the restoration effect is hardcoded to restore spell slot levels 1-5 and was never updated when 6th level spells were later added.
Something I do a little differently FOR INFINITE GOLD is I empty my highest charisma character’s inventory (except for gold) and fill it with my wares. Then I DONATE some of my gold to the merchant, and max their attitude easily. THEN I trade in my garbage wares for an inflated price getting all of my gold back (and most of theirs) along with any items that I want from them because most of the time they don’t have enough gold even still. Out of this you get MAX ATTITUDE, MORE GOLD, AND ANY ITEMS YOU WANT. It’s so easy it’s just one quick trip to camp (to pick up all the wares you sent to the camp chest.) and it doesn’t require levelling your character every time. I literally do this with every merchant that I want something from. — And another tip: if you mark your garbage as wares in your character’s inventory it makes the whole process like 30 seconds.
One funny thing you can do in a small number of locations is to use all your “until long rest” non concentration spells when you are beside something like the mind flayer rejuvenation thingies or in the house of hope with the faucet. you buff and then use the healing, get the equivalent of a long rest without losing any buffs and can apply more of these buffs, things like sixth level aid on everyone + hero’s feast + death ward + freedom of Movement + Summons + whatever else can be pretty powerful and you still have all your spell slots.
maybe a little tip: ur able to go through your “long rest cutscenes” by just doing a partial rest, u go to camp to long rest and u just don’t select any camp supplies, you get half the effect but u can catch up on long rest events that ur behind on, u can sometimes trigger like 4 – 5 cutscenes in a row.
If you really want to make the most of Gale’s “Regain Hit Points”, try speccing him into a few levels of Life Cleric. You can have him cast Warding Bond on party memebers, then stay at camp, as a supportive stay at home fellow. Warding Bond will still be active on any party members he cast it upon, essentially giving them resistance to all damage and halving it. The half that goes to Gale, gets restored by his “Regain Hit Points” spell, and so long as he doesn’t die in one shot, will be good to go.
There’s an easter egg after you start to finish up act 2; Once you free/kill the Nightsong and try to leave and return to act 1, you will be met with a message warning you not to return 4 times, if you ignore this and proceed anyway, you will get a cutscene that essentially gives you a game over. However, if you save the game on this screen, then load the save, you and your party are now all Mindflayers – and can return to any waypoint you have unlocked, continuing the story as normal, but now with a few more tentacles, and a fully unlocked illithid skill tree.
Here’s a neat tip for those with Wizard characters and Wizard Companions. now as you get to higher levs you might notice the spell scrolls for higher lev spells start to get rather pricy so if you are buying scrolls from vendors, Purchase Price + Learning Cost however! have you noticed when you respec with withers and pick wizard again you keep the same spells in your spell book? 🙂 yep! For just 100 gold you can save yourself potentially hundreds of gold in scroll costs and fill up your spellbook! more effective the higher level you are of course, but if you have a bucket ton of gold handy at low levels too if you want certain spells but struggle to find the scroll of them.
I don’t know if you ever get a chance to have a readily accessible restoration pod, just got to act 3, but you can use them to make infinite slots on a sorc. Use sorc points to make spell slots above your normal cap Using pod to get sorc points back. It will not reduce your spell slots. It should set it to max but instead it only restores empty slots. Use sorc points again repeating the process to stack your spell slots up to a cap that i have no idea where it is.
I’m pretty sure it’s only gale that uses regain hitpoints, he has some internal tag that makes him an npc like that. AND IT CAN BE EXPLOITED. Just respec him to cleric, get him to cast warding bond on everyone and leave him at camp, viola, everyone has full resistance to all damage types and the good thing is that unlike shadowheart, he will just automatically heal any damage you send back to camp. You can also swap armor pieces around from one character to another, doing so will let you use the spell that was on that armor or weapon piece again, so get the night stalker boots and swap them between party members to give everyone a free misty step. Also another great tip is that the gruel you can get in act 1 is busted because it doesn’t use an action or bonus action to consume it, and can just be spammed in combat for free healing.
This tip for passives is such a life saver: Take a common feat like Great Weapon Master or Sharpshooter. You often want to turn these off/on because how much they lower your chance to hit. But clicking the passives tab at the bottom is annoying (and seems bugged, requiring two clicks). You can open up your skill/spells screen with K and they at the very bottom, and from that screen you can drag them onto your regular hotbar!
The sister nurse that is a vendor in the House of Healing became hostile as I failed a pick pocket on the over 1k gold she has. I then used my Oathbreaker Paladin to control undead on her and once she was my minion, I was able to just freely pickpocket everything she had as a vendor without her being able to become hostile anymore.
The regain hit points “spell” npcs casts was added very early on in the dev cycle of the game as a cheeky way for npcs to circumvent a lot of out of the box scenarios pcs might take to cheese encounters. It is exactly the same effect as the pods in the nautiloid. It doesnt work with level 6 spell slots because those were added very late in the dev cycle and for the most part dont need to restored by NPCs. Will they patch it out? Perhaps. But then there will be lots of cheeky ways to exploit fights. Double edged sword really.
The Gale thing is explained in a lot more detail in a guide that talks about how to abuse warding bond, you can have Gale bond with all 4 of your party members, then buff up his health and he can absorb half of all the damage to your party and he constantly heals it. This is only for Gale so your infinite spell slot thing will not work on any other NPCs
Is it possible to get the Quasit (Shovel) as a non-spell caster class? on my latest playthrough, I tried this on my Bard, but I dont see that I can resummon him once he is gone. Then again, I might not have answered all the correct dialog options, in fact, I listened to him on one of his answers to “treat xxxx on burns” and Shovel laughed at me for listening too him….cheeky lil b@stard. Anyways, has someone that is a Rogue or Fighter able to get him as a permanent cast?
Gale is the only one who can do the NPC Healing. Spoilers ahead! This is due to Larian wanting him to not randomly die when he can also destroy a playthrough entirely via his story. I don’t know why 6th level is not restoring. It should not work on any other character. This also allows for some really powerful shenanigans with a Cleric Gale, for Warding Bond on all of the party members with no danger.
Not exactly an exploit but if you have a really though fight you keep losing just reload, respec your party into beastmaster rangers or druids to summon as many units as possible, overwhelm the foes and win the fight and then respect again to whatever you would like. This takes time to do, yes, but if you cannot really get past certain fight, it will happen, you can just do this instead.
Poor Gale and Shadowheart, they will be beaten all day long now the secret is out. I’ve a trick too. You can steal back the 100 gold you give to the wither for respec or hirling. But you need to do that every time you given him gold. It would be very difficult if not impossible to steal when the gold accumulated.
Getting Shovel is way easier than everyone makes it out to be. You don’t actually have to choose a specific set of options, I even chose the one the article specifically says not to choose and it works just fine. The only important requirement is that you be Sorcerer, Warlock, or Wizard for him to her to have the “spell shite” line on the second dialog. But if the character doing the first dialog isn’t one of those, it’s fine – she will TELL you to have a “spell shite” talk to her to get the spell. You can do this in any part of the game once you get the scroll – I did it in Act III using my Bard for the first conversation and Wyll for the second. I also did this in a friend’s game by having Gale learn the scroll, talk to Shovel, then I had my Sorcerer talk to her the second time to get the spell. Some of Shovel’s dialog is expository regarding the rest of the location you find the scroll in, including info about the mirror and the book. But getting that exposition in that order isn’t required to obtain her as a summons or to actually obtain the book. Like I said, I didn’t summon her until Act III because I didn’t know the scroll did something special. But I had already gotten through the mirror and read the book by just searching around.
If your arcane recovery points recover from a punch, you could just use all six to restore the sixth slot, then punch him again. Although if he’s a summoner, you will lose all of your summons doing this, so it seems very limited in use and is more of just a funny exploit than anything else. Faster to just actually long rest until you reach Act 3.
They might have changed the level thing since I tried. I got the best results when max level for whatever my possible level was. Also, rather than giving items, give gold. You can calculate how much gold you’ll need to max if you take it 2 gold/barter until you get +1 attitude. Generally it should go 6-8 gold for the grove merchant and some others early on, but you start seeing it get upwards of 14+ gold in act 2/3. And don’t forget to steal it all back. You may have noticed that the merchants refresh their inventory every long rest. If they had 6k gold before, they’ll reset to whatever their normal is after. To get around that, split their gold. I split into piles of <200 per stack. Splitting it like that (not sure if it works the same with items) will ensure you get the refresh gold AND the old gold from past trades. You can use the darkness/fog/darkness-arrow trick to pick pockets in a crowded area, too, combat not required. No more waiting for the perfect moment! Cancelling concentration has been a pain until just now. I did searches for how to do it, but the only response was "cast something else to break it." This will make life lessy painful. Pre-buffing is eh. Most boss fights from the first to the last can be cheesed. Most people say "push them off a cliff," but I say "strategically place some of the firewine, oil and smoke powder barrels you have DEFINITELY BEEN STOCKPILING RELIGIOUSLY FOR THE APOCALYPSE, and don't wait for the cutscene unless you have to." You can't do that with the Cazador fight, but you CAN avoid the fight mechanics by getting creative. (No spoilers except "think like an assassin, not someone who wants to hear what the obviously evil villain has to say about how they're going to take over the world.")
Dammit! My Gale exploit got public. Well let’s go further! Did you know that you can respec Gale into a Cleric to get Warding Bond? With this, you can cast Warding Bond on each Character (even those who aren’t in your active Party). When you get hit, Gale will receive damage, but since he isn’t in your Party, he will regain all his live. So basically, he can give you free Warding Bond for your whole Party. Bonus Information: Gale also can also learn AID and other things like Daylight for your entire Party.
You can also restore full spell slots by respeccing your character. For example, if you spend all your spell slots with lvl 5 Gale & turn him into a fighter, then into a wizard again to lvl him back to 5, he regains everything back. I found out that if you respec him into a wizard immediately, he won’t regain his 1st lvl spells, probably cuz he already has some of them at lvl 1. If you then pickpocket the respecc-undead-guy (without a penalty), you can basically regain full spell slots for free. It just takes a while I guess 🙂
On the vendor attitude, the cost is exactly 400 gold at level 1 to get maximum attitude which is 100. The reason the glove valued less when you traded it as a level 1 was because you lost proficiency bonus value and therefore your Persuasion skill was lower. On balanced difficulty, vendor price is at 250% of the item’s base value by default. This then gets reduced by 50% at maximum attitude of 100, and 10% per point of persuasion of the character that initiated the conversation with the vendor, meaning with 10 persuasion and maximum attitude, vendors will sell you things at cost. At this point, selling or buying items are the exact same value. You can achieve 10 Persuasion easily by having any character with at least 14 charisma and proficiency + expertise in it, which can be obtained by a single level dip into rogue. If you want to be an asshole, you can always steal the 400 gold donation back from the vendor after 😛 IMPORTANT BUG OF NOTE: The attitude obtained from a vendor is TIED to the character that donated it. This is important because if you go to withers and further respec that character, all affinity gets reset back to neutral. Be warned of this before you donate to vendors.
actualy for slot what i am doing is going to house off hope and restore in the fountain. So i can summon bunch of summons(like create undear mummies elemental with high slot ghouls from thay necromancy) and give them 6th lv aid and 6th lv feat and restore slots back with fountain. i am walking on streets with bunch of undead elementals etc with +37hp and long strider for 0 slot expend.
You get some unique dialogue if you are a storm sorcerer with Shovel. He is afraid of you, and I do not think there is a way to get him permanently if you are that subclass. I have tried every dialogue I can, with no luck. He just immediately tells you that basalm is for wounds and to talk to the mirror, then you go inside and nothing. Even passed all the checks on the book of Karsus after that and nothing new.
Thank you, love the refresh and little guy. I’m having trouble with the concentration spells when 3/4 of my party are in stealth waiting. For instance the Gen K’rell fight. 3 in the rafters while my tank strolls in to start the talk. Even though they were all in Turn based mode, it kicked the other 3 out when she joined combat and they were lethargic. I ended up having to leave Karlach in the Convo and blast cast from on high to skip the dialogue.
– the death stalker mantle does not proc unless the damage was done by the weapon attack. It did not proc either when the kill was done by additional elemental damage or cull the weak – for some reason savage attacker works even when throwing a melee weapon – use warding bond with a bonus henchman-cleric. give him the heavy armour mastery (dmg -3 in addition to the heavy armor -2) and some healing gear if lying around (so he doesn’t die)
not sure if its been listed already, but you can get Shovel even if you have already entered the mirror and looted the place dry. I didn’t know abou this, thanks for the tip. I did have to save scum though as I had some dragon blood in me, (which was worth the dialouge alone) which prevents the steps from working correctly (if you try to decieve him that you are a fully fledged dragon)
this isnt a tip, so much as just a cool detail you made me think of when you were talking about pre-casting. when playing table top D&D a round is supposed to be 6 seconds. which is also how long a round is when you take turn based mode of. there are some cool things you can do once you understand the timing of a round but they’re all fairly niche. i just consider this a cool detail
The hardest enemy i fought by far in act 1 was a small frog around the lake next to the hag house, i talked to it before defeating the hag and made fun of it that it cant defeat me, it initiated combat and i wiped there. It doest give any special reward but was funny interaction. If you talk to it after defeating the hag it will be happy and will show you a secret stash.
i’m pretty sure the gale thing is a bug and not intended to work that way. i personally refuse to use it for any exploits because it feels dirty. i think he does it at all so that he doesn’t kill himself in some way in act 1 and blow everything up, just a theory but i believe that since no other party npc can heal themselves that way
You can “cheese” boss fights by standing just outside the area that triggers the encounter and using long range spells. Some don’t react even when hit with magic missiles if you are far enough. I killed vicona in house of sorrow without triggering her dialogues, and all other NPCs just reacted to her sudden death instead of attacking me
My character is a Sorc. I had Gale learn Quasit scroll and he cast the scroll outside the mirror. Did the same 6x 1st dallogue options in vid, then 2nd option “is that what you and your master did.” then 1 on last. Walked through the mirror, but I had my main Sorc talk to Shovel first, (not Gale who cast-summoned him), my Sorc got the new ability to summon him. Gale also has the spell learned to summon him now. When casting both, they look same and have same dialogues best I can tell, but both can be out at same time. Double Shovel, double the fun. 🙂