Post-Combat Bleeding

For every 10 hit points a character is missing after a combat (or other dangerous situation), the Post-Combat Bleeding condition deals them 1 point of bleed damage at the end of every minute after that situation has ended. This is notably distinct from the Bleeding condition, indicative of a slow bleed out rather than the sudden trauma of Bleeding, and the two conditions can stack. Characters below 0 hit points and actively bleeding out do not suffer post-combat bleeding. Damage from types of injuries that would be less likely to cause bleeding, such as searing flames, may not count towards post-combat bleeding (DM discretion). Additionally, damage from post-combat bleeding does not contribute

Post-Combat Bleeding can be stopped by a Heal check to deliver First Aid, DC 10 plus 1 per point of bleed damage the character is currently suffering from their Post-Combat Bleeding condition. This use of the First Aid skill requires a use from a healer’s kit, or 10gp worth of appropriate herbs and improvised bandages, Alternately, the Post-Combat Bleeding condition is ended when the character is restored to the point they’re missing less than 10 hit points.

Effects that would reduce the amount of bleed damage you’re currently suffering reduce the character’s post-combat bleeding by the same amount. Because of this, the Post-Combat Bleeding condition can also be ended whenever instantaneous effects that would reduce the bleed damage a character is suffering (such as Cauterize) reduce the bleed damage all the way to zero.

Creatures without blood do not suffer post-combat bleeding, nor do creatures immune to bleed damage. Creatures with a fortification against normal bleed damage reduce their post-combat bleeding by that percentage amount. Bleeding of this nature will only occur after the conflict in which the wounds were originally received. If wounds go untreated and the character engages in further combat, this bleeding may occur during these later encounters at the normal time it would otherwise occur.


The organic body is naturally able to close wounds, clotting over to prevent further blood loss and begin the mending process. Post-Combat Bleeding typically reflects larger wounds the body cannot so readily heal and threaten the very real possibility of bleeding out. Unfortunately, this may not well reflect wounds on sufficiently large creatures or for creatures with sufficiently large health pools. If a creature suffering Post-Combat Bleeding would not be expected to bleed out at their current rate within a reasonable number of hours, the GM may allow the bleeding to slow and eventually stop during the last hour or two they choose to have the bleed continue for. In this case, “reasonable” may be difficult to determine, but the GM is encouraged to consider the types of weaponry and damage that started the bleeding and how easily they believe those types of wounds would heal. At the very mildest, wounds sufficient to cause Post-Combat Bleeding should be expected to carry on for at least a few hours.

Post-Combat Bleeding

Skies of Glass Planeswalker