How do rests, Hit Dice and death saves work?
Rest controls sit beside token HP. Short rests let you spend available Hit Dice, while long rests restore supported resources according to the app’s 2014 rest rules.
Step by step
- Agree with the GM that the party has enough in-game time and a suitable place to rest.
- Outside initiative and above 0 HP, open your token and choose Short rest or Long rest.
- During a short rest, spend available Hit Dice one at a time if you need healing.
- For a long rest with more than one Hit Die type spent, review the recovery choices.
- After finishing, check HP, Hit Dice, slots and feature resources rather than assuming every item has recharged.
Short-rest healing
Each spent Hit Die adds its roll and the applicable Constitution modifier, with healing never below zero. You do not have to spend every die. Hit Dice spent belong to that placed token, so a duplicated creature does not share the same rest bookkeeping.
Long-rest recovery
The app’s 2014 long rest restores HP and recovers up to half the total Hit Dice, rounded down with a minimum of one. It handles supported rest recovery; item-specific recharge and daily abilities still need their own conditions or GM decision. A real-world timer is not the authority on whether the party rested.
At 0 HP
A player token at 0 HP enters the death-save process rather than using a rest to bypass it. Death-save rolls are visible only to the player and GM. During that token’s initiative turn, the death-save lock limits what it can do. The GM handles exceptional rules that the supported flow does not cover.