Bleeding

Damage per turn. You suffer 2 (1d4) Piercing damage at the start of each of your turns. Bleeding can stack up to 5 times, to a maximum of 12 (5d4) Piercing damage per turn start. If an effect would cleanse Bleeding, it always cleanses all stacks.

Medicine. You can stop the bleeding by using an action to make a DC 13 Medicine check, cleansing the effect on a success. Another creature can also use its action to attempt the Medicine check on you.

Healing. If you are healed from any source while Bleeding, the condition is cured.