Bleeding (5e Disease)
From D&D Wiki
When a weapon causes Piercing or Slashing damage, removes a limb, or otherwise exposes flesh, the affected creature must roll a Constitution saving throw. On a failure, bleeding comes into effect. The DC of this saving throw is unique to each severity level, as listed below. If the attack deals damage equal to half of the creature’s maximum hit die roll or less, they have advantage on the saving throw. Bleeding also comes into effect if a failed saving throw causes a creature to take Piercing or Slashing damage. If the damage is equal to half of the creature’s maximum hit die roll or less, they have advantage on the saving throw.
The effects of Bleeding are as follows;
There are five stages to bleeding and 4 levels of severity.
(This affects creatures with flesh and blood)
Level One Severity: If a creature scores an attack roll that is 1-2 higher than your AC, then the wound is minor, you have 3 rounds before the Bleeding stages come into effect. DC 10.
Level Two Severity: If a creature scores an attack roll that is 3-5 higher than your AC then the wound is alarming, you have 2 rounds before the bleeding stages come into effect. DC 13.
Level Three Severity: If a creature scores an attack roll that is 6+ higher then your AC then the wound is serious, you have 1 round until the bleeding stages come into effect. DC 15.
Level Four Severity: If a creature scores a critical on their attack roll, then the wound is crippling, The first stage of bleeding comes into effect instantly. DC 18.
Stage of Bleeding
Every other round (12 seconds) that a creature is bleeding, they must succeed a Constitution saving throw (the DC is the one stated by the severity) or take 1D4+stage damage (the type of damage is the type that started the bleeding) and progress to the next stage.
Stage One: Blood starts coming out of the wound, causing you blood loss and dizziness. Your movement speed is reduced by 5.
Stage Two: Blood continues pouring out of the wound, causing you a high amount of pain. You cannot cast spells that require concentration. Any ranged attacks you make have disadvantage.
Stage Three: Blood loss blurs your vision, clouding your sight. You have disadvantage on attack rolls and on Passive Wisdom (Perception) checks relying on sight.
Stage Four: Enough blood is lost to make you fall unconscious.
Stage Five: The amount of blood loss causes you to die. (or the DM can decide you fall to 0 hit points and start rolling death saves instead)
Bleeding can be cured with lesser restoration . If Bleeding is at stage 3 or higher, you will need greater restoration. If the weapon has a magical bonus to it, you need to cast a spell slot higher to heal it (eg. +3 longsword needs a lesser restoration of spell slot 5 or higher). Any effect that would stabilize a creature can be used to reduce Bleeding by 1 level.
Bleeding can also be cured if the creature being affected by it regains health by equal to or over the amount of damage that the attack that caused the bleeding dealt. For example, if a creature is hit with 17 damage and is bleeding from that attack if it regains 17 health or more the bleeding stops. Resting will not cure bleeding quick enough however and if a creature rests while bleeding it will still have to roll a Constitution saving every 12 seconds to see if it is affected by the next stage.
Finally, if the creature has succeeded on the saving throw three different times on the same stage, they do not need to make saves anymore, although the stages will persist until cured.