5e D&D rest rules regarding spell slots for each class
Hello all,
I recently began DMing again with a group of friends online using FG. The last couple of weeks have been wonderful. The first week was a lesson for us all in using the software and relearning D&D since most of us were more familiar with 3.5 and earlier rule versions. D&D 5e isn't a bad edition at all and I like it, but I am having trouble finding the exact rules regarding the recovery of spell slots for each class. When I google the question online, I fairly consistently find the answer to be that warlocks recover all the spell slots after a short rest while all others are after a long rest. However, I can't technically find the answer in my modules that I have purchased online from Steam for FG.
I have both the DM guide, Player's Handbook, and Monster's Manual all for FG (and other modules for various other purposes). I see in Chapter 8 under "Resting" of the Player's Handbook about recovering of hitpoints but nothing about spellslots.
Can someone clarify this for me or even better steer me to the correct location so I can read about it in my purchased modules?
The best answer I felt I could find came from reddit (of course, heh)
Quote:
druids, bard, clerics, rangers, paladins, eldrich knights, arcane tricksters: long rest
warlock: short rest
druid(land), wizard: long rest + 1 short rest partial recovery
sorcerer: long rest + spells up to level 5 with a bonus action using sorcery points (table in PHB) sorcery points also recover on long rest +4 every short rest when you get sorcerous recovery.
Thanks all for your help
V/R,
Redhand