How Many Spell Slots Recover on Short Rest D&D

In Dungeons & Dragons 5th Edition (updated for 2026 play), understanding how many spell slots recover on a short rest is crucial for spellcasters. This article breaks down the rules for wizards, sorcerers, warlocks, and more, with examples from official sources.

Short rests allow partial recovery, balancing long adventuring days. Whether you're optimizing a build or DMing, know the exact mechanics to avoid table disputes in your 2026 campaigns.

Core Rule Mechanics

Per Player's Handbook, on a short rest (1 hour), you can spend Hit Dice to recover HP, and specific classes regain spell slots. Not all slots recover—it's class-dependent.

Full recovery requires a long rest (8 hours). Short rests refresh limited resources.

  • Hit Dice: Recover HP equal to roll + CON
  • Inspiration: Some features refresh
  • Spell slots: See class details below

Class-Specific Recoveries

Warlocks recover all Pact Magic slots (up to 5th level) on short rests. Bards, Druids, Clerics recover none via Hit Dice spending (PHB optional rule).

2026 errata clarifies: Wizards can't recover Arcane Recovery slots beyond half level once per day.

  • Warlock: All slots (e.g., 2 at level 5)
  • Paladin: None standard
  • Fighter/Eldritch Knight: Limited attunement

Arcane Recovery Feature

Wizards recover slots totaling half their level (rounded down), usable once per day on short rest. Example: Level 10 wizard recovers 5 levels worth.

  • Level 3: 1 level slot
  • Level 17: 8 levels
  • Can't exceed max slots

House Rules and Variants

Many 2026 tables use milestone leveling with custom short rest recoveries for balance. Discuss with your DM.

  • Tasha's Cauldron: Expanded options
  • Homebrew: Sorcerers regain 1 slot
  • One D&D updates pending

Practical Examples

Level 5 party: Warlock regains two 3rd-level slots. Wizard uses Arcane Recovery for one 2nd and one 1st.

  • Short rest frequency: 1/hour
  • Combine with potions
  • Track via apps like D&D Beyond