The Cormorant A paladin garbed in gold and satin monologues as they corner a vampire in a dark alley. The vampire rolls his eyes and begins to walk forward. Remembering his training, the paladin throws a vile of holy water at the creature, only to have it snatched from the air. The vampire smiles and drinks the entire vile before letting it fall to the ground. They raise a hand and point at the paladin, and with a flash of black light, his blood bursts from under his skin and snakes its way over to the vampire. Shunned from their elder brain for refusing to consume the brains of sentient beings, a lone mind flayer seeks a way to quench their endless hunger. Through years of meditation and practice, they discover the means of their salvation. Instead of eating the entire brain, they now consume only recent memories and unwanted knowledge. Rumors from a dwarven mine tell tales of miners being found at the entrances of cave, unable to recall how they got their or for that matter how to add or subtract. A young tabaxi faces off against a liche alongside his friends in an epic battle. Though the undead abomination seems to have the upper hand, the tabaxi has a few tricks up his sleeve. Just as the fiend releases a barrage of fire balls, the cat man opens their mouth, and from it forms a cyclone. With an audible gulp, he eats every tongue of flame, the arcana power coursing through his veins and empowering him. Whether by birth or by affliction, a cormorant is a being who takes their vampiric hunger and sharpens it into a deadly yet refined weapon. Not limited to those afflicted by vampirism, a cormorant can come from any race that seeks to gain strength through their primal hunger. Once creatures of the night, bound to live in the shadows of civilization, now they alone control their destinies. Vampiric Origins For thousands of years, humanity has told tales of creatures of the night, basking the glow of the moonlight while hunting the innocent while they slept. The truth, however, is rarely so black and white. Despite many covens harboring no ill will or hunger towards humanity, scores of vampires were hunted down and exterminated for the actions of a few. In the face of extinction, these vampires turned to strange new magics and meditations, designed to both curtail and control their hunger while simultaneous ridding them of their inherent weaknesses. Soon, new tribes began to form, each finding unique ways to sate their hungers. These were the first of the cormorants. In time, they would teach their ways to new generations, no longer bound by their vampiric origins. Diverse Diets The key stone for any cormorant is that they hunger for an aspect of living creatures. In the beginning, all cormorants focused on blood, however as they grew in number, tastes began to diversify. Most cormorants survive on blood, flesh, or bone more than satisfies their hunger. Others, on the other hand, may feel more drawn to feeding on the metaphysical aspects of life, such as intellect, shadows, arcana, and, in some rare cases, luck or love.

The Cormorant Level Proficiency Bonus Features 1st 2nd 3rd 4th 1st +2 Siphon (d4), Cormoric Diet — — — — 2nd +2 Fighting Style, Ceaseless Hunger — — — — 3rd +2 Spellcasting, Ravenous Magic 2 — — — 4th +2 Siphon (d6), Ability Score Improvement 3 — — — 5th +3 Extra Attack 3 — — — 6th +3 Diet feature, Hunter’s Guile 4 — — — 7th +3 Siphon (d8) 4 1 — — 8th +3 Ability Score Improvement 4 2 — — 9th +4 - 4 2 — — 10th +4 Diet feature 4 3 1 — 11th +4 Siphon (d10), Post Carnal Strike 4 3 2 — 12th +4 Ability Score Improvement 4 3 2 — 13th +5 - 4 3 3 1 14th +5 Diet feature 4 3 3 2 15th +5 Siphon (d12) 4 3 3 2 16th +5 Ability Score Improvement 4 3 3 2 17th +6 - 4 3 3 2 18th +6 Diet feature 4 3 3 2 19th +6 Siphon (d20), Ability Score Improvement 4 3 3 2 20th +6 Apex Predator 4 3 3 2 Class Features Hit Points Hit Dice: 1d10 per cormorant level

1d10 per cormorant level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per cormorant level after 1st Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Simple and martial weapons

Simple and martial weapons Tools: None Saving Throws: Charisma, Dexterity

Charisma, Dexterity Skills: Choose two from Sleight of Hand, Insight, Perception, Intimidation, Investigation, History, Nature, Arcana, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts, (b) 2 simple weapons, or (c) 1 martial weapon

(a) a explorer's pack or (b) a dungeoneer's pack

Leather armor, a componentpouch, and two daggers Siphon You gain a siphon die that you use for a siphon. Your siphon die is a d4. Your siphon die changes when you reach certain levels in this class. The die becomes a d6 at 3rd level, a d8 at 7th level, a d10 at 11th level, a d12 at 15th level, and a d20 at 19th level. As part of the Attack Action, once per turn, you may substitute a single attack with a siphon. When you use a siphon, you pull an aspect from a creature to fuel your abilities and spellcasting. The creature must succeed a saving throw to resist the effects of the Siphon. If the creature fails this saving throw, roll the siphon die for your appropriate level. The creature takes damage equal to what you roll on the siphon die. The range, saving throw, and type of damage for your Siphon are based on your Cormoric Diet.

Cormoric Diet Starting at 1st level, you choose a diet from which you gain power: Blood, Bone, Emotion, Flesh, Intellect, Luck, Magic, or Shadow, all detailed at the end of the class description. Your choice gives you access to features at 1st level, then again at 6th, 10th, 14th, and 18th level. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose 1 of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense When you are wearing armor, you gain +1 to AC Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapons must have the two-handed or versatile property for you to gain this benefit. Tunnel Fighter As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in this defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee against a creature that moves more than 5 feet while within your reach. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Ceaseless Hunger Starting at 2nd level, you gain a pool that can hold a maximum number of points equal to your cormorant level times 3. When you use your siphon and deal damage to a creature, you can choose to add points to your pool equal to what you rolled on the die. The total number of points that can be added to the pool cannot exceed the maximum. With that pool, you regain strength and repair your body. As an action, you can draw power from the pool to gain temporary hit points, up to the maximum amount remaining in your pool. If you do so a number of times equal to your Charisma modifier, you can not do so again until you finish a long rest. Spellcasting By 3rd level, you can cast cormorant spells. Preparing and Casting Spells The Cormorant table shows how many spell slots you have to cast your cormorant spells. To cast one of your cormorant spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cormorant spells that are available for you to cast, choosing from the cormorant spell-list. When you do so, choose a number of cormorant spells equal to your Charisma modifier + half your cormorant level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cormorant spells requires time spent in explorative experimenting, as you refine and test your new abilities: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your cormorant spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cormorant spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your charisma modifier Spell attack modifier = your proficiency bonus + your charisma modifier Ravenous Magic At 3rd level, in addition to learning magic, you learn how to combine your cormoric and arcane skills. You can use points from your Ceaseless Hunger pool to gain additional Spell Slots or sacrifice Spell Slots to gain additional points.

Creating Spell Slots: You can transform unexpended points from your hunger pool into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Slot Level Cost 1st 10 2nd 15 3rd 20 4th 25

Converting a Spell Slot to Hunger Points: As a bonus action on your turn, you can expend one spell slot and gain a number of points to your pool equal to the slot's level x 3.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Hunter’s Guile Starting at 6th level, you gain advantage on initiative rolls. In addition, if the number of points in your hunger pool is equal to the maximum, you can add your Charisma modifier to damage of the first attack against a creature. You can only do this once per turn. Post Carnal Strike At 11th level, if you take the Attack Action and do not use your siphon, you can use your bonus action to use your siphon. If you use this feature 2 times, you cannot do so again until you finish a long or short rest. Apex Predator At 20th level, when you roll your Siphon die for your Siphon Action and roll a 10 or lower, you can reroll the die and take the higher of the two results. Cormoric Diet When a person becomes a cormorant, they seek to satiate their hunger by feeding on different aspects of living things. Although different cormorants have unique tastes and methods to get the energy that they need, most find that sticking to a particular dietary source is most effective. Once a cormorant gains a taste for their dietary choice, their body will begin to crave it until nothing else will suffice. Blood As the original dietary practice for cormorants, sanguivores, as they are referred, share a very rich culture that dates back thousands of years to the first vampires. Deeply rooted in tradition, sanguivores hold themselves with an air of nobility. To them, blood is the very foundation of life and therefore the purest source of power that a cormorant can ever hope to extract from mortal beings. Unlike other cormorants, those that exclusively drink blood are typically found in small communities, called covens, masquerading as non-vampiric races to foster trust and commerce with locals. Sanguivore Starting at 1st level, when you use your siphon, a can choose 1 creature within 20 feet of you that you can see and attempt to pull the blood from their body. The creature succeed a Constitution saving throw, unless it does not have blood, or take force damage equal to your siphon. Blood Spear At 6th level, you can use your bonus action to spend 6 points from your hunger pool to create one or two spikes of blood in your hand(s). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The spears are treated as javelins and deal an additional 1d6 force damage. Plasma Guard At 10th level, when a creature hits you with a melee weapon attack, you can use your reaction to produce a protective barrier made of your own blood. Spend a number of points from your hunger pool up to your cormorant level and reduce the damage by that amount. Transfuse Vitality Starting at 14th level, you can inject some of your blood into allies to aid them in battle. You can use your action to choose a number of creatures equal to your Charisma modifier within 30 feet of you that you can see and spend 2 points from your hunger pool for each. Until your next turn, those creatures can use their reaction on this turn to take the dodge action. If you use this feature, you cannot do so again until you finish a long rest. Child of Morgana At 18th level, you can use your action to cause your blood to cover your body like a suit of armor and grow a set of blood wings. For 1 minute, you gain a flying speed of 20 feet, gain +2 to your attack damage, and are immune to being charmed. If you reduce a creatures hit points to 0, you can automatically move half your speed and make an attack in addition to your regular extra attack. If you use this feature, you cannot use it again until you finish a long rest. Bone Strong, sturdy, and resilient, Ostivores mirror the character of the source of their strength. Ritualistic in nature, these cormorants hold the believe that bone is the key to honor and glory. Often found in nomadic groups, they travel from continent to continent, seeking to find the greatest warriors of each race and either die by their hand or to take the remaining bones as a trophy. Ostivore Starting at 1st level, when you use your siphon, a can choose 1 creature within 10 feet of you that you can see and attempt to atomize and pull the mineral components of a creature through flesh and skin towards you as a fine dust. The creature succeed a Constitution saving throw, unless it does not have bones, or take magical piercing damage equal to your siphon die.

Bone Maiden At 6th level, you can use your bonus action to cause shards of bone to piece through your skin to form a layer of boney, spiked armor. At the start of each of your turns while the bones are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. In addition, if you use the Shove Action on your turn, you deal an additional 1d10 piercing damage. Atomize Bone At 10th level, when you use your siphon, you can choose to forgo adding point to your hunger pool. If you do, you instead focus on crippling your enemy by turning their bones to powder. The creature gains disadvantage on strength saving throws. If a creature takes damage while under the effects of this feature, they take additional bludgeoning damage equal to your Charisma modifier. This feature lasts until the creature regains hit points or until their hit points reach 0. You can only use this feature on 1 creature at a time. Reinforce Structure At 14th level, you can strengthen the skeletal structure of your allies. You can choose a number of creatures up to your Charisma modifier and spend 6 points from your hunger pool. Those creatures gain 5 feet to their walking speed and have advantage on saving throws against being restrained or grappled. Bone Lord At 18th level, you can use your action to cause a set of bone wings to sprout from your back and for your bones to form a set of complete armor around you. You gain resistance to force, fire, radiant, and necrotic damage and gain advantage on Charisma (Intimidation) skill checks. If you reduce a creature hit points to 0, you gain +2 to your AC. If you use this feature, you cannot use it again until you finishing a long rest. Flesh Never ones to waste any part of the animal, carnivorous cormorants do not concern themselves with preserving their prey for extended use. They rip and tear at their foes with serrated teeth and retractable claws covered with acid. Despite being seen by other cormorants as more savage and bestial, carnivores can be just as charismatic and hospitable as any of their vampiric brethren. They hold that consume a thing in its entirety shows more respect to its nature than simply cherry-picking a single aspect from it. Carnivore Starting at 1st level, when you use your siphon, a can choose 1 creature within 5 feet of you that you can see and attempt to bite them using a row of sharp, acid-lined teeth that burns through skin, leather, and even metal. The creature succeed a Strength or Dexterity saving throw (your choice), unless it does not have flesh, or take acid damage equal to your siphon die. Expand Musculature At 6th level, you can use your bonus action to spend up to 10 points from your appetite pool. Add that number to your next Strength saving throw, Strength or Dexterity skill check, or damage for a strength-based weapon attack. If you use this feature, you cannot do so again until finish a long or short rest. Shape Flesh At 10th level, you can cast Alter Self without expending a spell slot. In addition, you can use your action to spend 6 points from your hunger pool, target 1 creature within 10 feet of you, and then force them to make a Constitution saving throw. A creature can choose to fail this saving throw. If the creature fails the saving throw, you can cast Alter Self on that creature without expending a spell slot, and you choose the effect. If you cast a spell using this feature, you cannot do so again until you finish a short or long rest. Replenish Stamina At 14th level, as an action, you can target 1 creature within 30 feet and draw power from your hunger pool to restore hit points to that creature. The maximum amount of points that you can spend is equal to your cormorant level. Amorphous Form At 18th level, you can use your action to cause your flesh becomes malleable and grow a pair of thick, hand-like wings. For 1 minute, you gain resistance to all falling, bludgeoning, slashing, and piercing damage. If you reduce a creature’s hit points to 0, your body consumes the body of the creature and you grow 1 size class larger. You can only do so once when you use this feature and return to your normal size when it ends. If you use this feature, you cannot use it again until you finishing a long rest. Shadow A shadow is more than a dark area between the light and a person’s body. It is the very thread that connects your physical form ro the material plane; the absolute validation of your existence as a solid being in this world. Through darker magics unheard of by other cormorants, the umbrivores were a faction that used their vampiric abilities to consume the shadow of living beings. Once completely drained of their shadow, a being loses its tether to this world and slowly begins to fade into the astral sea. Umbrivore Starting at 1st level, when you use your siphon, a can choose 1 creature within 10 feet of you that you can see and attempt to tear a piece of their shadow away from their material form. The creature succeed a Charisma saving throw, unless it does not have a physical form, or take cold damage equal to your siphon die.

Darkworld Mire At 6th level, you can use your bonus action to summon and expand the shadows around you and cover the battlefield. You create a swirling black shadow in a 20-foot circle that is centered on you. Creatures that enter this circle must make a Dexterity saving throw or take 3d8 cold damage. In addition, as a reaction, you can use your reaction to spend a number of points from your hunger pool to reduce the speed of that creature. The number of the speed reduced is equal to the number of points spent and can only be in iterations of 5 (a minimum of 5 points). The field lasts 1 minute and is treated as a concentration spell. If you use this feature, you can not do so again until you finish a long rest. Shadow Stitch At 10th level, you can use your action to spend 6 points from your hunger pool and summon strands of shadows that wrap around a creature’s shadow that you can see. You no longer have a range on your siphon, you always know the location of the creature, and they do not gain the benefits of cover from you, except for full cover. Abyssal Shroud At 14th level, you can use your bonus action to spend 6 points from your hunger pool and envelop a creature that you can see in shadows. The creature becomes blinded and deafened. If the creature moves, you must make a concentration check to maintain it, otherwise the creature walks right out of the shadow. Darkworld Wraith At 18th level, you become cloaked in shadows and gain a set of black-feathered wings. You can make a melee attack creature’s shadow. A shadow has half of the AC of a creature, rounded up. The creature takes half of the damage dealt to its shadow as necrotic damage. If you reduce a creature hit points to 0, the body the creature disappears and in its place a wraith rises. The wraith follows your commands and is friendly towards you and allies. To command the wraith is an action. If you use this feature, you cannot use it again until you finishing a long rest. Intellect A curious group of cormorants, the mensivore seek knowledge not only to sate their physical hunger but also to grow in wisdom. For them, the quest for answer to life's greatest questions is one that must be sought with the utmost passion and dedication. Even if it means the answers must be drained from the skulls of their enemies. Still, other mensivores tend to have selective tastes for memories over knowledge, claiming them to be sweeter and more processed than raw information. Mensivore Starting at 1st level, when you use your siphon, a can choose 1 creature within 10 feet of you that you can see and attempt to empty their mind of knowledge and memories. The creature succeed an Intelligence saving throw, unless it does not have sentient thought, or take psychic damage equal to your siphon die. Probe Mind At 6th level, after you use your siphon on a creature, you can use your bonus action to spend 6 points from your hunger pools to gain insight into the creature’s defense. Once you use this feature on a creature, they become immune to it for 24 hours. Choose one of the following things to learn: Weaknesses. You gain advantage on your next attack roll against the creature.

You gain advantage on your next attack roll against the creature. Intent. You gain advantage on your next skill checks involving the creature.

You gain advantage on your next skill checks involving the creature. Tactics. You gain advantage on your next saving throw against the creature. Mental Prison At 10th level, as an action you can choose a creature within 30 feet of you. The target must succeed an Intelligence saving throw or take 2d10 psychic damage. Also, on a failure, roll your siphon die: If the total + your Intelligence modifier + your proficiency modifier equals or exceeds the target’s Intelligence score, the target is stunned for 1 minute. If you use this feature and a creature fails their saving throw, you cannot use this feature again until you finish a long or short rest. Clear Thoughts At 14th level, you can use your bonus action to choose creatures within 60 feet of you that are charmed, stunned, or frightened. Spend up to 10 points from your hunger pool to force all targeted creatures to make an Intelligence saving throw and add to them the number of points spent. If the result is higher than your spell save DC, the effect immediately ends. Erudite Paragon At 18th level, you gain an aura of green and purple energy and 6 diamond shaped panels that float behind your back. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against spells and are immune to psychic damage. If you reduce a creatures hit points to 0, you can create a wave of psychic energy that hits every creature within 30 feet of you. Creatures hit by this wave take 3d8 psychic damage. Creatures that are friendly towards you take half damage. If you use this feature, you cannot use it again until you finish a long or short rest. Emotions Legend tells of a group of aasimar tainted by a dark god with vampirism, doomed to thirst for the blood of mortals. Through the intersection of their celestial parentage, however, these angelkin were able to turn their curse into a divine edict. Using their innate abilities to affect the souls of living creatures, these aasimar discovered the means to feed on their emotions instead of their bodies.

Psychivore Starting at 1st level, when you use your siphon, a can choose 1 creature within 20 feet of you that you can see and attempt to draw out and consume the emotions of that creature. The creature succeed a Charisma saving throw, unless it is incapable of feeling emotion, or take psychic damage equal to your siphon die. Target Emotion At 6th level, you learn how to select and affect a particular emotion when you use your siphon. When you use your siphon, you can use your bonus action to target 1 of the following emotions and gain an addition effect. These effects end if your or an ally hit them with an attack. Love. The creature is drained of their positive emotions until they reject everything that is attached to them. All magical items that are attuned to the creature become unattuned.

The creature is drained of their positive emotions until they reject everything that is attached to them. All magical items that are attuned to the creature become unattuned. Anger. The creature is drained of their negative emotions and begin to relax. The creature no longer views you as an enemy and indifferent to their current situation.

The creature is drained of their negative emotions and begin to relax. The creature no longer views you as an enemy and indifferent to their current situation. Fear. The creature is drained of their caution and fear until they are filled with nothing but unfocused vigor. The creature gains disadvantage on Wisdom and Intelligence saving throws and checks. Emotional Energy Flood At 10th level, you can use your action to choose a creature that is currently under the effects of your Target Emotion feature and cast the following spell on that creature, without expending a spell slot. If you do so, you cannot do it again until you finish a long or short rest. Love. Suggestion.

Suggestion. Anger. Crown of Madness.

Crown of Madness. Fear. Enemies Abound. Aura of Inspiration At 14th level, you can use your bonus action to rouse the emotions of your allies into action. Choose a number of creatures up to your Charisma modifier within 30 feet of you an spend 3 points from your hunger pool for each. Those creatures gain +3 their next attack roll and damage. In addition, you can spend an additional 10 points to give 1 of those creatures advantage on their next attack. If you use this feature, you cannot do so again until you finish a long or short rest. Celestial Envoy At 18th level, you become surrounded by an aura of blue and white with a flowing veil drifting behind you as if suspended in water. You can cast destruction wave without expending a spell slot, at will. If you do, you cannot use it again until your next turn, at the beginning of which you roll 1d6. The spell recharges on a 5 or 6. If you reduce a creatures hit points to 0, you can choose a number of creatures equal to your Charisma modifier. Those creatures can use your reaction to move up to 10 feet and make a melee attack, if they are able. If you use this feature, you cannot use it again until you finishing a long rest. Arcana Powerful mages throughout the ages have found draining creatures of their magical essence to be a perfect way to fuel their own arcane abilities. Magivores, as they are called, focus on hijacking a creature’s natural connection to the Weave and funnel arcane energies into their bodies. By doing so, these cormorants are able to find, engage, and drain other spellcasters of their abilities. Magivore Starting at 1st level, when you use your siphon, a can choose 1 creature within 10 feet of you that you can see and channel elemental energy to attempt to drain the magical properties from their being. The creature succeed a Wisdom saving throw or take lightning damage equal to your siphon die. Spell Hound At 6th level, you use your action to can spend 6 points from your hunger pool to cast detect magic. In addition, if you use your siphon on a creature with an unused spell slot, you can forgo gaining points to instead consume 1 of the creature’s spell slots with a level equal to half the roll on your siphon die, rounded down, no higher than 5th level. The spell slot is expended as if the creature used it for a spell. Hungry Spell At 10th level, if you hit a creature with a damage dealing spell, you can spend a number of points equal to 3 times the spell slot used to cast the spell and then add your siphon die to the damage as lightning, fire, or cold damage (your choice). Arcane Vortex At 14th level, when a creature casts a damage dealing spell at you or an ally with 30 feet of you, you can use your reaction to roll your siphon die and reduce the damage by what you rolled on the die + your Charisma modifier. If you do so, you can gain points in your hunger pool equal to the damage reduced. If you use this feature, you cannot do so again until you finish a long or short rest. Font of Mystisism At 18th level, you can use your action to cause your body to erupt in purple lightning and a large arcane seal floating behind you. You can use the Arcane Vortex feature a number of time equal to your Charisma modifier. When you to, you can forgo gaining points to instead gain the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a cormorant spell). For the next 8 hours, you know the spell and can cast it using your spell slots. If you reduce the hit points of a creature to 0, you regain one 1st or 2nd level spell slot. If you use this feature, you cannot use it again until you finishing a long rest.