Take damage, heal and add temporary hit points from the sheet's Hit Points block, then get it all back with a short or long rest.

For: Game Masters and players · Plan: Free · 2 minutes

The Hit Points block

  • HP: your current and maximum hit points.
  • Temp: temporary hit points. Type a number to set them.
  • AC: your armour class.

Take damage or heal

  1. Type the amount in the box (or use − and +).

  2. For damage, pick its type if it matters, such as Fire or Slashing. Leave it on No type otherwise.

  3. Click Damage or Heal.

    3 damage takes the wizard to 4/7, then Heal brings them back to 7/7.

RollQuest works out the rest:

  • Resistance halves the damage, vulnerability doubles it, and immunity stops it. They come from your species, features and items.
  • Temporary hit points go first, then your hit points, which stop at 0.
  • Healing stops at your maximum, and doesn't bring back temporary hit points.

At 0 hit points the sheet shows you're Downed. Keep your death saves on the Death Save Successes and Death Save Failures counters.

It works the same as Apply Damage on a token. See Damage and healing.

Rest

Click Long Rest or Short Rest on the sheet. A preview shows what you have now, what you'll get back, and how long it takes. Click the rest's name to confirm, or Cancel.

Long Rest (8 hours):

  • hit points back to full, and temporary hit points gone,
  • half your Hit Dice back (at least one),
  • every spell slot,
  • features that recover on a long rest.

Short Rest (1 hour):

  • spend Hit Dice to heal: each die has its own button, such as Spend a Hit Die (1d8 + CON),
  • a warlock's spell slots,
  • features that recover on a short rest.

Dawn recharges magic items. Under each button you can see how long ago it was last used.

Everyone rests on their own sheet: there's no rest for the whole party at once.

On Pro, when the world clock is on, the GM's rest preview can move the campaign clock on by the rest's length. See Game settings.

Spells and casting · Your sheet at the table