You can do this during any watch, but you are distracted by
Camp Actions your activities, making any Wisdom (Perception) check at
Camp Actions are things you can do during a Long Rest that disadvantage and having a -5 on passive Perception. This make the most of your time - while adventurers need their action requires a campfire or other similar heat source. beauty sleep (well, most of them), there's always a few spare Prepare hours during a Long Rest you can spend in one of the The life of an adventure has many challenges and it is only following ways to better prepare yourself for the harrowing natural a cautious adventurer would want to prepare for times to come. them. Select one ability score to prepare for the upcoming A long rest requires adventurers to bunk down doing day and perform an activity that hones it for the challenges minimal activity for 8 hours. Consequently, it can be generally ahead (you could prepare Strength or Dexterity through divided into 4 segments, or watches. Watch 1 (hours 1-2), stretches or exercises, Intelligence through studying, Wisdom Watch 2 (hours 3-4), Watch 3 (hours 5-6), and Watch 4 (hours through meditation, etc). 7-8). An adventurer typically needs to sleep for 6 hours, and After you complete the long rest, you gain a Preparation consequently can take one Camp Action in their free time die, starting at as a d6. Each time you make an ability check during one of the four watches. related to your chosen ability score, roll the Preparation die and add it to the result. The Preparation die decreases by one Elves, Warforged, and More step each time it is rolled until depleted (d6, d4, d2, depleted). You can opt to do this during any watch, and by merit of Some races have unique sleep requirements. They being awake you will be more alert than sleeping, but you are consequently spend less of their time sleeping or distracted by your activities, and have a -5 penalty to Passive sleep in unique ways. They can take the "Take a Watch" action as many times as they have available Perception, and make any Wisdom (Perception) check at time for after taking care of whatever other resting disadvantage. This action requires a campfire or other needs they have, but may take only one other similar heat source. Camp Action while gaining the benefits of a long rest, as these actions represent as much light Slumber activity as can generally bit fit into your rest Sometimes a hard day of adventuring deserves a little extra schedule. shut eye. Taking this Camp Action is more akin to a camp inaction, and you get the full recommended 8 hours of sleep. During this deep slumber, automatically fail Wisdom The available Camp Actions are as follows: (Perception) checks and your passive Perception is 0, however you reduce any levels of Exhaustion by 2, and wake Take a Watch up well rested gaining 1 Inspiration. Adventuring is dangerous, and adventurers often decide to Task long rest in strange places - sometimes it's best to set a watch. When an adventurer takes the "Take a Watch" action, Sometimes you will have a task that requires your time, but they keep an alert watch for 2 hours during the night does not fit into the above options. For example, copying (selecting Watch 1, 2, 3, or 4). During that time they are fully spells to your spell book as a Wizard. When engaging in such alert to make Wisdom (Perception) checks and suffer no a task, you can replace your Camp Action with making two penalties to the Passive Perception. hours of progress toward that task. You can do this during any watch, but you are distracted by Craft your activities, making any Wisdom (Perception) check at An adventure that takes this action can make 2 hours of disadvantage and having a -5 on passive Perception. At your progress toward Crafting during a long rest. This progress is DM's discretion, this task may require light or heat. made at the end of the long rest. In order to take this action, the adventurer must have the related crafting tools on hand. For Blacksmithing or Alchemy crafting, this action requires a campfire or other similar heat source. You can do this during any watch, but you are distracted by your activities, making any Wisdom (Perception) check at disadvantage and having a -5 on passive Perception. Cook A special form of the crafting Camp Action that can be taken with Cooking Utensils. A hearty meal sits better than any trail rations, even when it is cooked from the simplest of ingredients. You and all willing creatures (willing to eat your cooking) regain an additional hit die (up to their maximum). If you have proficiency with Cooking Utensils, creatures regain additional hit dice equal to your Proficiency bonus, and gain 1d4 temporary hit points that lasts until they complete their next long rest for each hit die over their maximum they would have gained.