Healing

These optional rules make it harder for adventurers to recover from injury, reducing the amount of time players can spend adventuring before rest is required.

Healer's Kit Dependency
A character can't spend any Hit Dice after finishing a short rest until someone expends one use of a healer's kit to bandage and treat the character's wounds.

Slow Natural Healing
Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.

This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of magical healing and works well for grittier, more realistic campaigns. Note: Hit Dice are regained prior to being spent at the end of a long rest. This ensures healing is always possible at the end of a long rest.

Sleeping in Armor
Sleeping in light armour has no adverse effect on the wearer, but sleeping in medium or heavy armour makes it difficult to fully recover during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your [maximum] Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn't reduce your exhaustion level.