[[ATECHO/Home|Home]]/[[ATECHO/⛩️Eternal Night/⛩️The Echo Terminal/Long Rest Development]]
> [!infobox|static wmed]
><span style="color: #4EDAE0; display: block; text-align: left; font-size: large;">**Table of Contents**</span>
> - <span style="font-size: large;">**[[#Long Rest Development|Long Rest Development]]**</span>
> - [[#Supporting Pages|Supporting Pages]]
> - [[#Homebrew Purpose|Homebrew Purpose]]
> - [[#Basic Homebrew Rule|Basic Homebrew Rule]]
> - [[#Progress Rolls|Progress Rolls]]
> - [[#How to Roll Development Checks|How to Roll Development Checks]]
> - [[#Difficulty Classes|Difficulty Classes]]
> - [[#Tools in D&D 2024|Tools in D&D 2024]]
> - [[#Long Rest Development Activity Table|Long Rest Development Activity Table]]
> - [[#Familiarity and Proficiency|Familiarity and Proficiency]]
> - [[#Tracking Requirements|Tracking Requirements]]
## Long Rest Development
<span style="color: #D4A4ED; font-style: oblique;">Rest restores the body, but repetition shapes the self. In the quiet hours between danger and dawn, a Marebito may practice, study, mend, reflect, or listen for the Echo of what they are becoming.</span>
The **Long Rest Development** page is an Eternal Night homebrew system that gives characters meaningful ways to use the light activity portion of a Long Rest.
This system adds optional character development to Long Rests through quiet training, study, reflection, practice, social connection, and careful preparation.
This page does not replace the standard Long Rest rules. See [[Long Rest (RAW)]].
This page does not replace the 2024 tool and crafting rules. See [[Tools and Crafting]].
## Supporting Pages
| Page | Purpose |
|---|---|
| [[Long Rest (RAW)]] | Explains the official Long Rest structure, restrictions, interruptions, spell preparation rules, and recovery benefits. |
| [[Tools and Crafting]] | Explains how tools work in D&D 2024, what tool proficiency does, how the Utilize action works, and when full crafting rules apply. |
The rules on [[Long Rest (RAW)]] always apply first. A character must complete a valid Long Rest before any progress from this page can be gained.
The rules on [[Tools and Crafting]] apply whenever a character uses a tool, learns a tool, or attempts a crafting project.
If a Long Rest fails, the character gains no progress from this homebrew system unless the GM makes an exception.
## Homebrew Purpose
**Additional Activities** are an Eternal Night homebrew system that gives characters meaningful ways to use the light activity portion of a Long Rest.
This system does **not** replace or supersede the official Long Rest rules. The standard D&D 2024 rules still apply first. A character must still complete the required rest, avoid interruptions, and follow all normal Long Rest limitations.
These activities are an added layer for character development. They allow players to work toward small, gradual benefits through repeated practice, study, training, reflection, and careful personal projects.
This system is intentionally limited. It does not grant skill proficiency, expertise, feats, class features, subclass features, or permanent combat techniques. Its purpose is to give Long Rests more character meaning without breaking the balance of D&D 2024.
## Basic Homebrew Rule
During each Long Rest, a character may choose **one Additional Activity**.
The activity represents how the character spends part of their allowed light activity time. This might include study, careful practice, prayer, journaling, tool maintenance, quiet conversation, or other non-strenuous work.
The activity must take at least **30 minutes** and no more than **2 hours**.
A character gains no progress from an activity that takes less than 30 minutes.
A character cannot choose more than one Additional Activity during the same Long Rest.
A character cannot use this system to bypass normal advancement, replace class features, gain skill proficiency, gain expertise, gain free feats, ignore spellcasting rules, or perform full downtime activities unless the GM specifically allows it.
## Progress Rolls
When a character attempts an **Additional Activity**, they describe what they do and make the listed check.
| Roll Result | Outcome |
|---|---|
| Fail by 5 or more | No progress. The GM may add a small complication if appropriate. |
| Fail | No progress, but the scene still happens. |
| Success | Gain 1 Progress Point. |
| Success by 5 or more | Gain 2 Progress Points. |
| Natural 20 | Gain 2 Progress Points and one minor narrative detail, clue, omen, or roleplay advantage if the GM allows it. |
A character cannot gain more than **2 Progress Points** from one Long Rest activity unless the GM grants an exception.
Progress Points apply only to the specific activity, tool, language, weapon, item, relationship, reputation, or project being worked on.
## How to Roll Development Checks
Long Rest Development checks are **normal ability checks**, not flat rolls.
When a character attempts an Additional Activity, the GM uses the ability, skill, tool, or check listed in the activity table. The GM decides which ability applies if more than one ability would make sense.
The character rolls:
**d20 + the relevant ability modifier + Proficiency Bonus if a relevant proficiency applies**
A character may add their Proficiency Bonus only if they already have a relevant proficiency.
A character does **not** add the Proficiency Bonus from the proficiency they are currently training toward.
For example, a character training **Tool Proficiency** with Calligrapher’s Supplies does not add Proficiency Bonus from Calligrapher’s Supplies unless they are already proficient with that tool.
However, the GM may allow another relevant proficiency to apply if the character’s method of study supports it.
| Training Goal or Activity | Possible Roll |
|---|---|
| Tool Familiarity or Tool Proficiency | d20 + relevant ability modifier. Add Proficiency Bonus only if the character already has a relevant skill, tool, or other proficiency that applies. |
| Language Familiarity or Language Proficiency | d20 + Intelligence modifier. Add Proficiency Bonus only if the character already has a relevant proficiency, feature, background permission, or language-based training the GM accepts. |
| Weapon Familiarity or Weapon Proficiency | d20 + Strength or Dexterity modifier. Add Proficiency Bonus only if the character already has a closely related weapon proficiency or other relevant training the GM accepts. |
| Maintain Equipment | d20 + relevant ability modifier. Add Proficiency Bonus if the character is proficient with the relevant tool. |
| Prepare Camp Supplies | d20 + Intelligence or Wisdom modifier. Add Proficiency Bonus if Survival or another relevant proficiency applies. |
| Build Trust | d20 + Charisma or Wisdom modifier. Add Proficiency Bonus if Insight, Persuasion, Performance, or another relevant proficiency applies. |
| Gather Rumors | d20 + Charisma or Intelligence modifier. Add Proficiency Bonus if Investigation or another relevant proficiency applies. |
| Local Reputation | d20 + relevant ability modifier. Add Proficiency Bonus if a relevant skill, tool, trade, or service proficiency applies. |
| Minor Repair | d20 + relevant ability modifier. Add Proficiency Bonus if the character is proficient with the relevant tool. |
| Minor Consumables | d20 + listed ability modifier. Add Proficiency Bonus if the character is proficient with the relevant tool. |
| Record Field Notes | d20 + listed ability modifier. Add Proficiency Bonus if the listed skill or relevant tool proficiency applies. |
| Study the Echo Terminal | d20 + Intelligence or Wisdom modifier. Add Proficiency Bonus if Arcana, Investigation, Insight, or another relevant proficiency applies. |
If both a relevant tool proficiency and a relevant skill proficiency apply to the same check, the character adds Proficiency Bonus once and rolls with Advantage, following the D&D 2024 tool rules.
The GM has final say on which ability, skill, tool, weapon, or other proficiency applies.
### Rolling Examples
| Character Action | Roll |
|---|---|
| A character studies Calligrapher’s Supplies without proficiency in the tool. | d20 + Dexterity modifier. |
| A character studies Calligrapher’s Supplies by copying old shrine markings and has Religion proficiency. | d20 + Intelligence or Dexterity modifier + Proficiency Bonus if the GM allows Religion to apply. |
| A character maintains armor using Smith’s Tools and is proficient with Smith’s Tools. | d20 + Strength modifier + Proficiency Bonus. |
| A character investigates a forged document with Forgery Kit proficiency and Investigation proficiency. | d20 + Intelligence modifier + Proficiency Bonus, with Advantage. |
| A character practices a weapon they are not proficient with. | d20 + Strength or Dexterity modifier. |
| A character gathers rumors and is proficient in Investigation. | d20 + Intelligence modifier + Proficiency Bonus. |
## Difficulty Classes
Use the DC listed in the activity table unless the GM changes it.
| Difficulty | DC |
|---|---:|
| Basic, familiar, safe practice | DC 10 |
| Useful adventuring benefit | DC 13 |
| Advanced or stressful training | DC 15 |
| Rare, magical, dangerous, or unusual training | DC 18 |
The GM may adjust the DC based on supplies, instruction, environment, stress, danger, or story context.
## Tools in D&D 2024
Tool proficiency is useful in D&D 2024.
A tool can help a character make specialized ability checks, use the Utilize action, and craft certain items.
When a character has proficiency with a tool, they add their Proficiency Bonus to any ability check that uses that tool.
If a character is also proficient in a skill that applies to the same check, they gain Advantage on the check. The character does not add their Proficiency Bonus twice.
### Tool and Skill Example
A character inspecting a forged court document might use Intelligence with a Forgery Kit.
If they are proficient with the Forgery Kit, they add their Proficiency Bonus.
If the GM also decides Investigation applies and the character is proficient in Investigation, the character gains Advantage on the check.
The character does not add their Proficiency Bonus twice.
For the full tool reference, see [[Tools and Crafting]].
## Long Rest Development Activity Table
This table is the complete list of approved Long Rest Development activities.
If an activity is not on this table, it requires GM approval before it can be used.
| Activity | Item or Thing | Time Needed | Check | Progress Needed | Effect | Limits |
|---|---|---:|---|---:|---|---|
| Tool Familiarity | One specific tool | 1 to 2 hours | Relevant ability check with or about the tool, DC 13 | 5 | Learn the basic purpose, handling, care, and common uses of the tool. | Does not grant Proficiency Bonus, Advantage, tool proficiency, or full crafting access. |
| Tool Proficiency | One specific tool | 1 to 2 hours | Relevant ability check with or about the tool, DC 13 | 12 | Gain proficiency with that tool. | Requires access to the tool during training. Each tool requires separate training. |
| Language Familiarity | One specific language | 1 to 2 hours | Intelligence DC 10 with a teacher, text, native speaker, or magical reference. Intelligence DC 13 alone. | 5 | Learn basic phrases, simple greetings, simple warnings, and basic reading recognition. | Does not grant full fluency. Complex conversation still requires checks or aid. |
| Language Proficiency | One specific language | 1 to 2 hours | Intelligence DC 10 with a teacher, text, native speaker, or magical reference. Intelligence DC 13 alone. | 12 | Learn the language. | Requires a believable method of study. The GM may require a milestone scene before final fluency. |
| Weapon Familiarity | One specific weapon type | 1 to 2 hours | Strength or Dexterity DC 15 | 8 | Gain basic handling knowledge with that weapon type. | Does not grant Proficiency Bonus to attack rolls. Does not count as weapon proficiency. |
| Weapon Proficiency | One specific weapon type | 1 to 2 hours | Strength or Dexterity DC 15 | 15 | Gain proficiency with that weapon type. | Requires access to the weapon and enough safe space to practice without interrupting the Long Rest. |
| Maintain Equipment | One weapon, shield, armor set, tool, or adventuring item | 30 minutes to 1 hour | Relevant tool check DC 10 | 3 | Before the next Long Rest, add 1d4 to one non-attack ability check involving the maintained item. | Cannot apply to attack rolls, damage rolls, saving throws, spell attacks, spell save DCs, or Initiative. |
| Prepare Camp Supplies | Party travel supplies, food, packs, maps, bedrolls, or campsite materials | 30 minutes to 1 hour | Intelligence or Wisdom (Survival) DC 10 | 3 | Before the next Long Rest, the party may add 1d4 to one travel, navigation, foraging, campsite, or weather-related check. | One use only. The party can benefit from only one active Prepare Camp Supplies benefit at a time. |
| Build Trust | One willing creature | 30 minutes to 1 hour | Charisma, Wisdom (Insight), Charisma (Persuasion), or Charisma (Performance), DC 10 to 15 | 3 | Before the next Long Rest, when you Help that creature with one noncombat ability check, they add an extra 1d4 to the check. | Requires meaningful interaction. Cannot be used on attack rolls or hostile creatures. |
| Gather Rumors | One settlement, faction, inn, market, shrine, notice board, or local group | 30 minutes | Charisma or Intelligence (Investigation) DC 13 | 1 | Learn one rumor, warning, lead, opportunity, or local concern. | Works only where people, records, signs, or social information are available. |
| Local Reputation | One settlement, faction, shop, shrine, household, guild, or local group | 1 to 2 hours | Relevant Charisma, tool, or service check DC 13 | 5 | Gain Advantage on one local social check with that group before the next Long Rest. | The benefit applies only to the group or location involved in the activity. |
| Minor Repair | One damaged mundane item | 30 minutes to 1 hour | Relevant tool check DC 10 or DC 13 | 3 | Repair minor cosmetic or functional damage to one mundane item. | Cannot restore destroyed items, magic items, armor AC, weapon properties, or lost charges unless the GM allows it. |
| Healing Salve | One minor healing preparation | 1 to 2 hours | Wisdom or Intelligence with Herbalism Kit, Cook’s Utensils, or Alchemist’s Supplies, DC 13 | 5 | Create one Healing Salve. During a Short Rest or Long Rest, one creature may use it to regain 1d4 Hit Points. | Expires at the next Long Rest. Cannot be used in combat. A creature can benefit from only one Healing Salve per Long Rest cycle. Requires supplies. |
| Simple Antitoxin Dose | One minor antitoxin preparation | 1 to 2 hours | Intelligence with Herbalism Kit, Alchemist’s Supplies, or Poisoner’s Kit, DC 13 | 5 | Create one Simple Antitoxin Dose. Before the next Long Rest, one creature may consume it to gain Advantage on one saving throw against poison. | Expires at the next Long Rest. Requires supplies. Does not cure poison already affecting a creature unless the GM allows it. |
| Smoke Pellet | One small distraction item | 1 to 2 hours | Dexterity or Intelligence with Alchemist’s Supplies, Tinker’s Tools, or Thieves’ Tools, DC 13 | 3 | Create one Smoke Pellet. As an action, create a brief distraction or lightly obscure a small space until the end of the current turn. | Single use. Does not create magical darkness. The GM determines the affected space. Requires supplies. |
| Scent Marker | One tracking or route marker | 30 minutes to 1 hour | Wisdom or Intelligence with Herbalism Kit, Cook’s Utensils, or Alchemist’s Supplies, DC 10 | 3 | Before the next Long Rest, add 1d4 to one tracking, navigation, or route-finding check tied to the marker. | Single use. Requires the marker to be placed or prepared during the scene. |
| Warding Charm | One minor protective charm | 1 to 2 hours | Wisdom or Intelligence with Calligrapher’s Supplies, Jeweler’s Tools, Woodcarver’s Tools, or a relevant religious tool, DC 15 | 5 | Before the next Long Rest, add 1d4 to one saving throw against a minor supernatural effect, omen, curse sign, or spiritual disturbance, as determined by the GM. | Single use. Does not protect against normal attacks, spell damage, or major magical effects unless the GM allows it. Requires supplies. |
| Record Field Notes | One creature, location, symbol, anomaly, or event previously encountered | 30 minutes to 1 hour | Intelligence (Investigation), Intelligence (History), Intelligence (Arcana), Wisdom (Insight), or relevant tool check, DC 10 to 15 | 3 | Before the next Long Rest, add 1d4 to one recall, identification, or planning check related to the recorded subject. | The subject must be something the character actually encountered or studied. |
## Familiarity and Proficiency
**Familiarity** and **Proficiency** are separate development goals. Progress toward Familiarity counts toward the matching Proficiency goal, but the benefits are gained only when the listed Progress Needed is reached.
For example, a character working toward **Tool Proficiency** with Calligrapher’s Supplies gains **Tool Familiarity** at 5 Progress Points and gains **Tool Proficiency** at 12 Progress Points.
### Familiarity
- Familiarity represents basic understanding.
- A character with Familiarity understands the basic purpose, handling, care, and common use of the chosen tool, language, or weapon.
- Familiarity does not grant Proficiency Bonus.
- Familiarity does not grant Advantage.
- Familiarity does not count as proficiency.
- Familiarity may allow the character to attempt simple checks that an untrained character could not reasonably attempt, at the GM’s discretion.
### Proficiency
- Proficiency represents trained competence.
- A character with Tool Proficiency adds their Proficiency Bonus to ability checks that use that tool.
- A character with Language Proficiency can speak, read, and understand that language unless the GM rules that a specific dialect, code, ancient form, or hidden meaning requires another check.
- A character with Weapon Proficiency adds their Proficiency Bonus to attack rolls made with that weapon type.
## Tracking Requirements
Each character using this system must track their development in a pinned post in their private channel with the DM.
The pinned tracking post should include:
| Tracking Field | Required Information |
|---|---|
| Current Development Goal | The specific activity, tool, language, weapon, item, relationship, reputation, or project being worked on. |
| Current Progress Points | The total Progress Points earned toward that specific goal. |
| Time Spent | How long the character spent during the Long Rest. |
| Narrative Description | What the character did and how they did it. |
| Check Rolled | The ability, skill, tool, DC, result, and any bonus applied. |
| Progress Gained | 0, 1, or 2 Progress Points. |
| Current Benefit | Any Familiarity, Proficiency, item, clue, social benefit, or temporary effect unlocked. |
| DM Confirmation | Any ruling, limit, reward, complication, or clarification. |
Progress is not valid until the DM confirms it.
### Tracking Example
| Tracking Field | Example |
|---|---|
| Current Development Goal | Tool Proficiency, Calligrapher’s Supplies |
| Current Progress Points | 5 / 12 |
| Time Spent | 1 hour |
| Narrative Description | Practiced formal brushwork by copying shrine markings from memory. |
| Check Rolled | Dexterity with Calligrapher’s Supplies, DC 13, result 16. No Proficiency Bonus from Calligrapher’s Supplies because the character is still training it. |
| Progress Gained | 1 Progress Point |
| Current Benefit | Tool Familiarity unlocked |
| DM Confirmation | Confirmed by DM |
>> **SYSTEM NOTICE**
>> Long Rest development protocol recognizes character reflection, tool familiarity, tool proficiency, language familiarity, language proficiency, weapon familiarity, weapon proficiency, small preparation projects, field notes, minor repairs, and limited minor consumables.
>> Development checks use ability modifiers and approved existing proficiencies. Training targets do not grant their own Proficiency Bonus until unlocked.
>> Skill advancement, expertise acquisition, feat acquisition, class feature acquisition, subclass feature acquisition, and permanent combat techniques remain locked.
>> Tool proficiency and crafting permissions are indexed under [[Tools and Crafting]].
>> Official recovery permissions are governed by [[Long Rest (RAW)]].
>>
>> Supporting pages: [[Long Rest (RAW)]], [[Tools and Crafting]]
>>
>> Logged by MAIKO // Long Rest Development v1.5
>>