World's Largest Dungeon (Pickup Campaign)
After a battle, you may rest a few minutes (exact duration DM’s discretion). If you you do, you heal enough HP to reach half your maximum HP. Traps cannot be healed from this way (unless they’re present with a monster).
If you successfully rest in a night, you heal enough HP to reach two-thirds (66%) your maximum HP.
In addition, you may benefit from a PHB Cleric spell cast by a cleric six levels lower than the party. A Heal spell used this way cures either status effects or hit points, not both. A Cure spell can push you over the two-thirds hit points you gain from sleeping.
Alternatively, you may use the natural healing rules (heal ability damage and a small bit of HP).
If you choose to rest without fighting more than 4 battles/harmful encounters in a day, reduce the level of the phantom cleric by 3 for each you forgo (example: if you fight two battles and choose to call it day and rest, the cleric’s level is the party’s level – 12).
Mass spells or spells that affect multiple creatures only affect you. If you’re doing fine on hit points, you may choose a spell such as Bear’s Endurance which go into effect as soon as you strike camp for the day.
If you die, you come back to life after the battle, fully restored in mind and body. However, you have a point of irrevocable taint. Please don’t try to avoid this taint by making a new character—it will plague new characters you create.