Card decks

DnD Condition Cards: All 15 5e Conditions for every condition.

Printable 5e condition cards. All fifteen core conditions, plus exhaustion's six-tier track, with the actual rules text. Slip one in front of the player whose character is restrained, and the rules question goes away.

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Condition Cards Bundle (2014 & 2024) preview
Condition Cards Bundle (2014 & 2024)
£3.60 £12

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Why every table forgets what "restrained" actually does

Conditions are some of the most-used and least-remembered rules in 5e. Restrained, prone, paralysed, frightened, charmed: every long-running campaign hits a moment where the table pauses, opens the PHB, and re-reads the box of rules text. Sometimes more than once a session. Sometimes more than once a turn.

Condition cards solve this by making the rules text live on the table, not in a book. When a goblin grapples a fighter, the DM places the Grappled card on the fighter's mini. The player reads the card. They know their speed is zero, they know they have disadvantage on attacks against anyone other than the grappler, they know what action breaks the grapple. The session does not stop. The combat does not lose pace.

Exhaustion deserves its own card

Exhaustion is the condition that breaks the most. Six tiers, each with stacking penalties, and the player has to remember not just where they are on the track but what every previous tier did. The exhaustion card lays the whole track out vertically with a sliding marker, so the moment the player accumulates a level, they can see exactly what they have lost.

This matters a lot for forced march, sleep deprivation, and hard-mode survival campaigns. If your group runs travel rules seriously, the exhaustion card alone earns its place in the deck. Players actually engage with rest mechanics when the tier is staring at them on the table.

Combining cards with the initiative tracker

The free initiative tracker on this site already supports condition pills, which is great for the DM running the table. The cards are the player-facing version of the same data: the pill is what the DM sees, the card is what the player holds. The two systems pair: the tracker tells the DM whose turn is next and what is on them, the card tells the player what that condition actually means.

For larger combats with multiple stacked conditions, a card per condition keeps everything legible. Three monsters stunned and one player frightened means four cards on the table, each one obvious. No-one has to remember anything. No-one looks anything up. The combat moves.

FAQ
Which conditions are covered? +
All fifteen 5e core conditions: blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, invisible, paralysed, petrified, poisoned, prone, restrained, stunned, and unconscious. Exhaustion has the six-tier track on a single card.
Are the rules text 2014 or 2024? +
The default deck uses 2014 wording, which still matches the majority of published material online. A 2024 supplement deck is available separately for tables running on the revised rules, since exhaustion specifically changed.
How do players use them at the table? +
When a creature gets a condition, the DM hands the relevant card to the player or places it on the monster's mini. The card stays put until the condition ends. No more "wait, what does restrained do again?" or forgetting that paralyzed includes auto-crits within 5 ft.
What size and material are these designed for? +
Print-and-play PDFs at poker size (2.5 × 3.5 in) for sleeving, or tarot size for a more visible token-borders-style placement on the battlemap. Both fit standard sleeves and trays.
Are these the same as token borders or status markers? +
Different products. Token borders are art frames you put on the token portrait itself. Status markers are tiny round tokens you stack on a mini. Condition cards are full reference cards with the rules text, designed to sit in front of the player as a reminder.
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