3.3 Resources
3.3.1 Attunement Points
Many special abilities and magic items only function as long as a creature attunes to them. For details, see Attunement, below.
You start with two attunement points. You gain additional attunement points as you gain levels (see Character Advancement and Gaining Levels). Some classes and abilities can grant additional attunement points.
Attunement
Abilities that require attunement to function have the Attune tag. Attuning to an ability typically require investing a single attunement point. You can release your attunement to an effect as a free action, which typically ends the effect completely. This allows you to use that attunement point to attune to a different effect. You can never attune to the same ability more than once. Two abilities are considered the same if they have the same name.
Normally, the creature using the attuned ability must attune to it. In the special case of rituals, any number of ritual participants can attune to the ability, and the ability lasts as long as any participant is still attuned to it. There are two special subtypes of attunement abilities: deep attunements and targeted attunements.
Deep Attunement: This ability require investing two attunement points instead of only one. In addition, releasing a deep attunement does not immediately return the invested attunement points. Instead, they only return after you finish a short rest. Deep attunements are identified as Attune (deep).
Targeted Attunement: This ability requires attunement from the target instead of the creature using the ability. If it targets multiple creatures, each target must attune to its own version of the effect. When a target releases its attunement, the effect only ends for it, not for any other targets. Targeted attunements are identified as Attune (target).
If you target a creature with an Attune (target) ability that does not have attunement points, such as an allied animal, you can attune on the target’s behalf. The target intuitively knows how to dismiss the effect if it wants to remove it.
3.3.2 Fatigue
Thoughout the day, you can become fatigued by your exertions both in and out of combat. While hit points are easy to restore, reducing your fatigue level generally requires a long rest. Fatigue is still easier to recover from than vital wounds.
Fatigue Level
Your fatigue level measures how fatigued you are. A number of abilities and attacks can cause you to increase your fatigue level. The most common abilities that increase your fatigue level are the desperate exertion, recover, and sprint abilities. All of those abilities are described in Universal Abilities.
Fatigue Tolerance
Becoming slightly fatigued is not immediately detrimental. Your fatigue level can be as high as 3 + your Constitution without suffering any consequences (minimum 0). This value is called your fatigue tolerance. Some abilities can increase your fatigue tolerance.
Fatigue Penalty
You take a penalty to accuracy and checks equal your fatigue level - your fatigue tolerance (minimum 0). This penalty is called your fatigue penalty.
Exhaustion
When your fatigue penalty reaches -5, you fall unconscious until your fatigue penalty is reduced below -5. Generally, this means that you are unconscious for 8 hours.
Recovering From Fatigue
When you finish a long rest, your fatigue level is restored to 0 (see Resting). There are no other ways to reduce your fatigue level.
Paying Fatigue Costs
Some abilities indicate that they cost a certain number of fatigue levels. That means that you increase your fatigue level by the given amount after the ability resolves. This means you do not suffer a fatigue penalty from that extra fatigue while using the ability. You can even use abilities that cause you to drop unconscious from fatigue.
3.3.3 Insight Points
You can spend insight points to gain new special abilities. Your base insight points are equal to 1 + your Intelligence (minimum 0). You gain additional insight points as you gain levels (see Character Advancement and Gaining Levels). Some classes and abilities can also grant insight points.
Every class has at least one way to spend insight points to learn additional abilities. These options are listed below.
- Barbarian: Combat styles, exotic weapons, and maneuvers
- Cleric: Mystic spheres and spells
- Druid: Mystic spheres, spells, and wild aspects
- Fighter: Battle tactics, combat styles, and maneuvers
- Monk: Combat styles, ki manifestations, and maneuvers
- Paladin: Mystic spheres and spells
- Ranger: Combat styles, hunting styles, and maneuvers
- Rogue: Bardic performances, combat styles, maneuvers, and trained skills
- Sorcerer: Mystic spheres and spells
- Warlock: Mystic spheres and spells
- Wizard: Metamagic, mystic spheres, and spells
In addition, you can spend two insight points to become a multiclass character (see Multiclass Characters).
3.3.4 Trained Skills
You are trained in certain skills, which increases your bonus with those skills (see Skills). Your class grants you a certain number of trained skills from among the class skills for that class. When you gain trained skills by any other means, you can choose any skill, not just your class skills. If your Intelligence is positive, you gain a number of trained skills equal to your Intelligence. Some abilities can also grant additional trained skills.