Bleed
Jump to navigation
Jump to search
Condition Severity: Moderate
You are bleeding at an alarming rate, pouring your life force onto the floor around you.
Effects
- A creature that is taking bleed damage takes the listed amount of damage at the beginning of each of its turns.
- Bleed effects do not stack with each other. If a creature suffers multiple Bleed conditions, it suffers only the worst of the two effects. In cases where there is some question as to which is worst, the creature that inflicted the most recent bleed gets to choose which one applies.
- Some bleed effects cause ability damage or even ability drain instead of hit point damage (or sometimes even both!).
- The damage caused by a bleed remains after the bleed condition is removed, and must be separately healed.
Ended By
If the ability, trap, or effect description includes specific directions for how the condition is ended, then that is the primary means of ending this condition. In many cases, it is the only way to end the condition. If nothing is specifically listed for ending the condition, then the following methods can be used to end it, instead:
- Bleed can be stopped by a Heal check, or through the application of any effect that cures hit point damage or grants temporary hit points (even if the bleed is ability damage).
- The DC of the Heal check is an Average DC based on the CR (challenge rating) of the creature or effect that inflicted the bleed condition.
- The Heal check, healing or temporary hit points provide no benefit other than to end the Bleed condition.
- Note that class abilities which include a built-in healing effect and do other things in addition to healing (such as a Druid's Wild Shape) still function normally, except that the healing component of the ability provides no healing, but instead removes the Bleed condition.
- Bleed does not end at the end of the encounter, instead persisting until cleared, as described above.