The Sleeper’s Decks · No. 2
Player Cheat Cards
Cards for the fifth-edition rules that slip everyone's mind in the middle of a turn. Free, or pay what you want.
Printable PDF · instant download from itch

- 10 pages
- 24 cards
- Screen and print editions
- Plain text for VTTs
- US Letter
- Fifth edition
Six of the 24 cards are here to draw. The rest come with the deck.
The 5e Rules You Forget Mid-Turn
Most tables end up playing with nineteen of these cards, out of the 24 in the download. Fourteen rules read the same in both editions of fifth edition, and five changed enough that each one gets a 2024 card and a 2014 card. Keep the five that match your game and put the others away.
These are the rules that come up every session and still get half-remembered, like what a condition does to you, what breaks concentration, what happens at zero hit points, and when an opportunity attack actually triggers. Each card holds one of them, trimmed down to what someone can take in at a glance on their turn.
Deal them out and let each player keep the ones they forget. The card is there to jog a memory, and the rulebook still makes the ruling.
WHAT'S INSIDE
- 24 cards covering the turn, actions, reactions, opportunity attacks, conditions, dying, movement, spellcasting, concentration, resting, common DCs, and social play. The page images show the full card list.
- Fourteen cards shared by both editions, plus five rules that split by edition, each printed for 2024 and for 2014.
- Screen edition plus a plain-white print edition, US Letter, with cut lines.
- Every card as plain text for VTT handouts.
- Bookmarked, DRM-free PDF.
It's free, or pay what you want. If it earns a spot behind a character sheet, the paid decks cover the rest of the table: Encounter Complications and Class Round-Flow Cards. The Session Zero Kit is for the evening your table sets up the campaign these cards get played in.
Includes material from the SRD 5.1 and SRD 5.2 by Wizards of the Coast LLC under CC-BY-4.0. Full statement in the PDF. Unaffiliated with Wizards of the Coast.
We'll Pick Up Next Week, the free letter: sleepersartifice.substack.com
The Sleeper’s Decks
More Decks
No. 1
Encounter Complications
A deck of 36 cards for the middle of a fight, once everyone can tell how it ends. Print and cut it, then draw one when things go quiet.
No. 3
Class Round-Flow Cards
Twelve cards, one per class, each showing the shape of a typical turn, so initiative stops being the scary part for a new player.
No. 4
Pursuit Complications
Chase cards where each one is a stretch of ground with two ways across. Useful whenever somebody ends up running from something, or after it.



