Bleeding, Variant (5e Variant Rule)
Bleeding[edit]
Bleeding is a condition. A creature that is bleeding has had a vein or artery opened, and takes a flat amount of necrotic damage at a regular interval (usually once per round). The amount of necrotic damage and the interval are specified by the source of the condition, as well as a maximum duration of the condition.
A creature can use its action to make a Wisdom (Medicine) check to attempt to staunch the bleeding, with a set DC determined by the cause of the condition (typically 10). On a success, the bleeding is staunched and the condition ends.
Additionally, when a bleeding creature regains hit points, the regained hit points first instead reduce the recurring necrotic damage. Once the necrotic damage is reduced to zero, the bleeding condition ends and the creature regains the rest of the hit points as normal. If the recurring necrotic damage isn't flat, each hit point that would be regained instead removes a die of recurring necrotic damage, starting with the flat damage first and going in order of smallest to largest die.
Lesser restoration can end the bleeding condition.
A creature can't be under more than one instance of the bleeding condition. If a creature already bleeding is subjected to an effect that would cause it to gain the bleeding condition, simply add the recurring necrotic damage of both sources of the condition together. If the source of the new bleeding condition has a duration larger than the elapsed duration of the current condition, the current condition's duration becomes the new condition's. The same goes for any staunch or save DCs.
Constructs, undead, and creatures otherwise without vital fluids to lose are immune to the bleeding condition.
Pages that use this bleeding condition:
- Bandage (5e Equipment)
- Battlemaster Maneuvers (5e Class Feature)
- Malpractitioner (5e Feat)
- Thousand-Pierced One (5e Creature)
- Vicious Jaws (5e Feat)
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