Is there a specific rule that limit the number of short rests per day like the one that say that a character can't benefit from more than one long rest in a 24-hour period?
My friend is playing a sorcerer-warlock multi-class and sometimes when the party is waiting or walking in the city buying things or traveling in carriage he:
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converts sorcery points in extra spell slots
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converts the warlock spell slots in sorcery points to regain the sorcery points he just used
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take a short rest to regain the warlock spell slots
In this way he usually has more than the normal max spell slots until he makes a long rest, generally lvl 1 spellslots to cast Shield in most of the fights to boost his AC and avoid damage.
Best Answer
There isn't a hard and fast rule
While the general design model fits two short rests into each adventuring day, it can be fewer or more depending upon the pace of play.
That's from the thinking by one of the game's devs(Jeremy Crawford). If a player declares to you "I am taking a short rest" you are not required to grant it. As a DM (and as a group) you need to figure out "does it make sense to do this narratively?" before you deal with the mechanics of the short rest.
Insofar as what the rules say:
If you are the DM, the benefits of a short rest come when you say they do. (DMG p. 5, Master of Rules). I'd recommend that you read up on the DMG section that covers the adventure day to get a feel for what is behind the point of long versus short rests.
What is resting, anyway?
From the Basic Rules, p. 70
No mention of walking there.
A short rest can also be 3 hours long, for example.
A recent update to the Sage Advice Compendium supports this answer: