DnD 5E RPG Condition Cards: Combat Cards

DnD 5E RPG Condition Cards: Combat Cards

With our 5e RPG Condition Cards kickstarter we are making a second deck of Combat Cards!  These cards complement the Condition Cards in order to provide additional tracking and rules specifically for combat.  Help us build the combat deck with stretch goals.  Here is a sneak peak of the first five!

Dying:

  • Roll one d20:
    • 20 = regain one hit point
    • >= 10 = success
    • <10 = failure
    • 1 = two failures
    • Any damage taken is one failure
    • critical hit taken is two failures

Exhaustion:

  • 1) disadvantage ability checks
  • 2) speed halved
  • 3) Disadvantage on attack rolls and saving throws
  • 4) Hit point maximum halved
  • 5) Speed reduced to zero
  • 6) death

Hidden:

  • Bonus attack on first round of combat
  • Advantage on Attack Rolls
  • Attack rolls against hidden creatures have disadvantage and automatically miss if not in five foot area

Prone:

  • Disadvantage on attack rolls
  • Attack rolls against prone creature have advantage if attacker is within five feet; otherwise, attack rolls have disadvantage
  • Must crawl for movement

Initiative:

  • Six ordered cards that can be used to track initiative.  Hand them out to players (and monsters) to track the turn order of the combat rounds.

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