Bleeding
“Bleeding” is a condition that affects living creatures. Often used during battle, a bleed effect lasts either until the wound is closed or is healed magically. While often the bleeding does not give much damage, it can be devestating at lower levels or to unltrained individuals.
When an individual is under the “Bleeding” condition, they must take damage at the start of their turns. The damage amount is determined by the weapon that caused it. The damage type is the same as the damage type of the weapon that caused it.
When an individual is under the “Bleeding” condition, they must take damage at the start of their turns. The damage amount is determined by the weapon that caused it. The damage type is the same as the damage type of the weapon that caused it.
Causes
Bleeding conditions are often caused by objects made specifically to rend flesh of a specific creature. Any weapon cursed with the “Bane” property of that will often come with the bleed condition. For example, a “Humansbane Dagger or Elfsbane Arrow” will force a saving throw against whomever is effected.
There are also some objects that are made to rend flesh more effectively than others. A blade made of Obsidian or specific magic materials can have such an effect.
There are also some objects that are made to rend flesh more effectively than others. A blade made of Obsidian or specific magic materials can have such an effect.
Treatment
To cure one of “Bleeding” condition, one merely must be healed by magical means. Cure Wounds or Lesser Restoration can stop the Bleed Effect from continuing. Taking a healing potion would do the same.
If one is unable to be healed during this time, often they can also use a full action to hold the wound closed, meaning the bleeding will be stopped completely. If they have proficiency in Medicine or the Healer feat, they can use a bonus action to do this instead.
Another can also help stop the bleeding. Using a healers kit or a successful Medicine check (5 + turns Bleeding condition remained.) they can stop the wound. If they have proficiency in Medicine or the Healer Feat they succeed automatically.
If one is unable to be healed during this time, often they can also use a full action to hold the wound closed, meaning the bleeding will be stopped completely. If they have proficiency in Medicine or the Healer feat, they can use a bonus action to do this instead.
Another can also help stop the bleeding. Using a healers kit or a successful Medicine check (5 + turns Bleeding condition remained.) they can stop the wound. If they have proficiency in Medicine or the Healer Feat they succeed automatically.
Prognosis
If a wound is successfully closed then the affected person no longer has to worry, though the loss of HP may simply mean they should rest.
If a person with the bleeding condition falls unconscious, their condition ends if they are revived by magic or are given a successful Medicine check to be revived.
If a person with the bleeding condition falls unconscious, their condition ends if they are revived by magic or are given a successful Medicine check to be revived.
Prevention
Wearing Heavy armor gives one advantage on Saving Throws that cause bleeding. This is because the heavy armor makes it more difficult for weapons that cause bleeding to hit their mark.
A Healer’s Kit or Potion of Healing is invaluable to preventing the Bleeding effect before it gets out of hand.
A Healer’s Kit or Potion of Healing is invaluable to preventing the Bleeding effect before it gets out of hand.
Type
Physiological
Cycle
Short-term
Rarity
Common
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