Bleeding
A bleeding creature takes 1d4 Necrotic damage at the start of their turn.
A bleeding creature can end the condition early by using their action to bandage their wounds with a Cloth or bandage.
The condition also ends if the creature is healed
Burning
A burning creature takes 1d6 fire damage at the start of their turn.
The burning condition can be ended early by using their action to put out the flames or by going in water
Confused
A confused creature will take the movement action and can only take the dash action on there turn
When a confused creature moves they must roll a 1d8 to determine which way they move. 1 north, 2 north east, 3 east, 4 south east, 5 south, 6 south west, 7 west, north west
If a confused creature is unable to move they take 1d4 psychic damage
Fracture
Arm: arm can not be used
Leg: movement speed is halved
Wing: fly speed becomes 0
When a fractured part is hit by an attack the creature takes an extra damage dice
Infected
An infected creature will die after an amount of time chosen by the dm (dm don’t be a dick) unless the infection is cured or if the infected body part is removed before time is up