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Assigned Camp Roles For Long Rests
Assigned Camp Roles For Long Rests
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Hey all, I've been working on some revised rules for Long Rests that aim to create more interesting
evenings for adventurers. I borrowed this concept from the Pathfinder Kingmaker video game. Feel free
to review this set of rules and provide feedback. DCs of course are variable based on your location and
preferences. Thanks!
TLDR Changes:
1. Long Rest now allows you to regain only up to half your max HP instead of all of it.
2. Camp Roles created, allowing skill roles to improve the conditions of the camp.
a. Foraging for food
b. Concealing the campsite to reduce random encounters
c. Cooking meals to improve healing
d. Defense, which is basically an attempt to provide structure to overnight guard duty
Things in bold are either changes to the original text or specific skill checks.
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Long Rest. A long rest is a period of extended downtime, at least 8 hours long, during which a character
sleeps or performs light activity: reading, talking, eating, or standing watch. If the rest is interrupted by
a period of strenuous activity—at least 1 hour of walking, fighting, casting Spells, or similar Adventuring
activity—the characters must begin the rest again to gain any benefit from it. Each long rest is
assumed to contain 6 hours of sleep and 2 hours of downtime (1 hour before sleep and 1 hour
after sleep).
At the end of a long rest, a character regains lost Hit Points, equal to half of their total Hit Points
(rounded down). The character also regains spent Hit Dice, up to a number of dice equal to half of the
character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice,
he or she can regain four spent Hit Dice of his or her choice upon finishing a long rest. A character can
never have more Hit Dice than their character level. A character can’t benefit from more than one long
rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its
benefits.
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Camp Roles. During a long rest, characters can take on certain Camp Roles to improve the quality of the
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camp site and the long rest. These Camp Roles include Foraging, Concealment, Cooking, and
Defense. At least one character must be assigned in the Camp Role for the camp to receive a benefit
from the activity, and additional characters assigned to the same role grant advantage to the primary
assignee. One character cannot be assigned to multiple Camp Roles, but multiple characters can be
assigned to one Camp Role. Activities performed in support of Camp Roles are generally not considered
Adventuring activities, and will not interrupt a long rest.
1. Foraging. Characters assigned to the Foraging Camp Role spend 1 hour hunting or foraging for
food and water within 500 feet of the camp site. After 1 hour, the character rolls a DC 15
Survival or DC 15 Nature skill check; characters who use fishing tackle, hunting traps, or
herbalism kits may receive an expertise bonus on the skill check. The DM should feel free to
modify the DCs based on the availability of resources.
a. Critical success: You find fresh rations equal to 2d6 plus the assignee’s Wisdom modifier.
b. Success: You find fresh rations equal to 1d6 + 1.
c. Failure: You find 1 fresh ration only.
d. Critical Failure: You immediately risk a random encounter located 1d6 x 100 feet from
the camp site.
2. Concealment. Characters assigned to the Concealment Camp Role spend 1 hour building
camouflage for the camp site. After 1 hour, the character rolls a DC 10 Survival or DC 10 Stealth
skill check; characters who use carpenter’s tools, cartographer’s tools, or disguise kits may
receive an expertise bonus on the skill check. If the camp starts a fire, the DCs are increased by
5. If the camp cooks a meal, the DCs are increased by another 5.
a. Critical Success: You completely avoid random encounters during the long rest.
b. Success: You reduce the chance of random encounters during the long rest.
c. Failure: You had no effect on the chance of random encounters during the long rest.
d. Critical Failure: You accidentally increase the chance of random encounters during the
long rest.
3. Cooking. Characters assigned to the Cooking Camp Role spend 1 hour cooking a nourishing
meal for the party. The camp must provide 1 ration for each character who plans to eat the meal,
and the assignee must have at least 1 ration to cook a meal. The camp must have a heat source
to cook. After 1 hour, the character rolls a DC 10 Survival or DC 10 Nature skill check;
characters’ who use cooking utensils, alchemist’s supplies, or brewer’s supplies may receive an
expertise bonus on the skill check. If the camp was successful in Foraging, the DCs are reduced
by 5. If the camp lacks cooking utensils, the DCs are increased by 5. If the meal lacks 1 ration per
character who plans to eat the meal, the DCs are increased by another 5. If the camp lacks a heat
source to cook with, cooking is not possible.
a. Critical success: Characters who eat this meal regain all of their Hit Points and Hit Dice
at the end of the long rest and gain advantage on all Constitution checks until the next
long rest.
b. Success: Characters who eat this meal gain an extra 2 Hit Dice at the end of the long rest
and gain advantage on all Constitution checks against diseases until the next long rest.
c. Failure: Characters who eat this meal do not gain any special effect.
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d. Critical Failure: The meal has been spoiled in the making, wasting the rations used for
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the meal; The r/DnDBehindTheScreen
group must eat cold rations. In addition, the failed meal creates a stench,
increasing random encounter chances during the long rest.
4. Defense. Characters assigned to the Defense Camp Role spend part of the night standing guard
over the camp site while the rest of the group sleeps. Having watchmen on duty increases the
chance of the camp responding well to potential threats. You must assign enough watchmen to
cover all hours of sleep. Groups traveling without elves need to cover 6 hours of sleep, while
groups traveling with elves only need to cover 4 hours of sleep. Characters who forego sleep
entirely gain exhaustion as normal.
a. 2-hour shifts. Watchmen who take 2-hour shifts run no risk of exhaustion after the long
rest.
b. 3-hour shifts. Watchmen who take 3-hour shifts must succeed at a DC 10 Constitution
saving throw at the end of the long rest to avoid gaining one level of exhaustion which
lasts 1 hour.
c. 4-6-hour shifts. Watchmen who take a shift longer than 3 hours, but sleep for at least 2
hours, must succeed at a DC 15 Constitution saving throw at the end of the long rest to
avoid gaining one level of exhaustion which lasts 4 hours.
Comment as spiff2112
SORT BY Best
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What are you foraging for and how are you doing it? "I lay a hunting trap and wait in the
distance." "I'm going hunting with bow and arrow." "I'm colelcting fruits and roots." "I'm
going fishing if there's a place to fish."
Are you making a fire? How? "No we don't need a fire tonight, we're hardly missing hit points
so there's no need to cook." "Oh but its gonna be cold right?" "I'll use prestidigitation to light
the fire." "Might as well cook then."
What are you cooking? "Soup!" "I'll throw in some of the meat from tonight's hunt." "I
brought some spices from home."
Do you think the fire will attract or repel predators? "Well its going to be cold so we really
need a fire." "I can keep myself warm with winter blankets." "Leave the fire going... It will be
easier for them to see us, but it will be easier for us to see them as well." "Right, no
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darkvision...hmmm, ok." "Maybe an extra guard tonight? We can all pull an extra hour of
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guard duty without r/DnDBehindTheScreen
too much trouble, and have double guards."
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failures should simply be a lack of benefit. I like that OP doesn't just allow
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everyone to roll all of the checks.
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They are lvl 11 now, think about how badass they became after the whole foraging for survive
on lvl 1-4
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Tralan 1 point · 3 days ago
At low level, this is really good. After someone gets Leomund's Tiny Hut, though, only foraging
becomes necessary. And our cleric had Goodberry.
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Long Rest. A long rest is a period of extended downtime, at least 8 hours long, during which
a character sleeps or performs light activity: reading, talking, eating, or standing watch. If
the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting,
casting Spells, or similar Adventuring activity—the characters must begin the rest again to
gain any benefit from it.
Each long rest is assumed to contain 6 hours of sleep and 2 hours of downtime (1 hour
before sleep and 1 hour after sleep).
I just want to point out that the second segment does not agree with the first. Because 59
minutes of fighting or similar is allowed each long rest it should be assumed that any proactive
adventuring party will be spending that time fighting or walking or climbing or whatever.
Thus a long rest can be assumed to be 6 hours sleep, 1 hour resting and 1 hour of strenous
activity
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