Bleeding

A wound that will not close on its own. Whatever runs in you, blood, coolant or sap, is leaving faster than your body replaces it.

Mechanical Effects

  • · At the start of each of your turns you take 1d4 damage of the type that caused the wound. Bleeding from more than one source stacks, and each source is tracked separately.
  • · You have disadvantage on Constitution saving throws made to maintain concentration on a spell.
  • · If you are dying while Bleeding, you start with one failed death saving throw.

Triggers

Critical hits with piercing or slashing weapons, some Metal-Rifting spells, hull debris driven through a suit, and creature attacks that say so. A construct or an undead with no circulatory system is immune unless the source says otherwise.

Removal

A successful DC 12 Wisdom (Medicine) check made as an action, any healing that restores hit points, or a short rest. Sealing a breached vacuum suit ends Bleeding caused by decompression.