Items. When using the Spice Rack to cook food at a campsite, your party increases their relative lifestyle by 1 step higher.

Backgrounds. Several background features allows you to live at certain lifestyle, while in the comforts of those allies. The Wanderer feature of the Outlander allows your party to sustain a poor lifestyle, as long as your rest isn’t exposed to harsh elements.

Create Food and Water. The food and water created means your party are able to sustain an at least Poor lifestyle, as long as your rest isn’t exposed to harsh elements.

Long Rests are periods of extended downtime, during which a character has time to fully heal their wounds, physical and mental, as well as time to shop and prepare for their next adventure. A long rest takes a number of days to complete, depending on your Relative Lifestyle. You can see the table below, how long a Long Rest takes at each increment of Relative Lifestyle. For each day spent on a Long Rest, You may spend 8 hours a day performing light activity, which could include partaking in Downtime Activities. At the end of a long rest, a character regains all lost hit points and all spent Hit Die, as well as all points of exhaustion. Remember! A stay at the inn is not free, and may vary from 1sp up to 10gp or more, each day.

Short Rests are periods of downtime, at least 8 hours long, during which a character sleeps or performs light activity such as reading, cooking or keeping 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. 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 spent Hit Die upon finishing a long rest, as explained below. The character also recovers 1 point of exhaustion at the end of a short rest.

Traveling the world can be dangerous, and sometimes the most direct route is not the best. The following changes to resting rules are in an effort to make the world feel like a gritty, more dangerous place. There is variation in how long it takes to rest depending on under which conditions and where the heroes choose to do so. Resting in the wilderness under poor conditions is going to take longer than within the aristocratic comforts of the kings halls. As intended, characters should put a greater value on the comforts of a safe bed to rest, while classes with limited resources should take greater care not to waste these limited powers.

Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the goad graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people cavet your armor, weapons, and adventuring gear, which represent a fortune by their standards. you are beneath the notice of most people.

In the wilderness, you are living a Wretched lifestyle if you have no food or water, and have trouble finding safe places to rest, such as lost at sea or in a desert.

Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. you have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle levei have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

In the wilderness, you are living a Squalid lifestyle if you are living off rations, and only living in rudimentary camps, such as the simple campsites one might make at the side off the road for a simple night's sleep.

Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle levei tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

In the wilderness, you are sustaining a Poor lifestyle when you are living off fresh game and foraged fruits, berries or nuts, and while your campsite is just Basic Shelter giving you and your companions rudimentary protection from the elements.

Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

In the wilderness, you are living a Modest lifestyle, when you are eating fresh game and foraged fruits, berries or nuts, and while while your campsite is Advanced Shelter, giving you and your companions safe shelter from rain, wind, snow, and other environmental features.

Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

In the wilderness, you are able to sustain a Comfortable lifestyle, if you combine the requirements of a Modest lifestyle with other beneficial things such as having a Gourmand or the Spice Rack.

Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

In the wilderness, you are able to sustain a Wealthy lifestyle, if you combine the requirements of a Modest lifestyle with other beneficial things such as having a Gourmand or the Spice Rack.

Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest leveIs of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

You are not able to sustain a aristocratic lifestyle in the wilderness without Advanced Shelter and magic.