A Reference to your favourite D&D Campaign. Italic text highlights rules that have been adjusted from the official source/homebrewed.
After having your hit points reduced to 0 and becoming stabilised your character will remain unconscious for a number of hours equal to one d4. After that time has expired the character will wake up with 1 hit point. A character must have at least 1 hit point before beginning either a short or long rest.
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains Hit Dice upon finishing a long rest, as explained below.
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity— the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains hit points equal to one quarter of the total maximum hit points. The character also regains spent Hit Dice before being able to spend them again to recover any further hit points, as with a short rest.
E.g. A Character with a maximum hp of 21 would recover 5 hit points before recovering all spent hit dice and being able to spend them.You can use downtime between adventures to recover from a debilitating injury, disease, or poison. After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:
As you complete personal quests for your chosen patron/god/faction leader/life goals you’ll be given rewards represented as Treasure Points (or TP). Treasure Points will be offered in amounts depending on the difficulty of the completed quest, and can be spent immediately or saved up to be spent at a later point. They can be spent in the following amounts, for the following rewards;
1 TP 1d6 gp, 2d12 sp, 8d8 cp.
5 TP An item from the Adventuring Items table of the Player’s Handbook worth no more than 25gp.
10 TP Any item from the Player’s Handbook worth 50gp or less.
25 TP Any common or uncommon magic item from XGTE or the DMG.
50 TP Any rare or very rare magic item from the DMG.
Once spent I (the DM) will work a way of making sure your reward is found or somehow gifted to your character in game.