Rules Glossary — page 185
Rules Glossary rules and reference.
move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement.
If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition.
This Long Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit the obstacle. Long Rest A Long Rest is a period of extended downtime—at least 8 hours—available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.
During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one.
Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal.
Ability Scores Restored. If any of your ability scores were reduced, they return to normal.
Exhaustion Reduced. If you have the Exhaustion condition, its level decreases by 1.
Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description.
Interrupting the Rest. A Long Rest is stopped by the following interruptions:
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Rolling Initiative
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Casting a spell other than a cantrip
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Taking any damage
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1 hour of walking or other physical exertion If you rested at least 1 hour before the interruption, you gain the benefits of a Short Rest. See also "Short Rest."
You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish. Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.
If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. See also "Concentration." Magical Effect An effect is magical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical. Malnutrition [Hazard] A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table.
A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food.
Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of food required for a day. See also "Exhaustion." Food Needs per Day
Size Food Size Food
Tiny 1/4 pound Large 4 pounds Small 1 pound Huge 16 pounds Medium 1 pound Gargantuan 64 pounds Monster A monster is a creature controlled by the GM, even if the creature is benevolent. See also "Creature" and
"Npc."
Nonplayer Character A nonplayer character (NPC) is a monster that has a personal name and a distinct personality. See also "Monster." Object An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. See also "Breaking Objects." Occupied Space A space is occupied if a creature is in it or if it is completely filled by objects. Opportunity Attacks You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds.
To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach. See also "Playing the Game" ("Combat").