Level 14 Tactics

βš”οΈ D&D combat board

Level 14 Party Tactics

A fast reference for choosing the right concentration plan, protecting the party, and turning the Paladin into the boss-delete button while the Bard, Cleric, and Sorcerer control the fight.

πŸ›‘οΈ Human Paladin 🎡 Half-Orc Bard πŸ”¨ Dwarf Cleric πŸ”₯ Human Sorcerer

Simple Party Roles

The Sorcerer is less flexible than a Wizard, but stronger for burst damage, metamagic, and clutch Counterspell or Dispel Magic plays.

Human Paladin

Boss killer. Vow of Enmity, Divine Smite, aura support, and front-line pressure.

Dwarf Cleric

Main healer. Condition fixing, Bless, Death Ward, Spirit Guardians, and emergency recovery.

Half-Orc Bard

Control and buffs. Inspiration, Hypnotic Pattern, Greater Invisibility, and backup healing.

Human Sorcerer

AoE and burst magic. Counterspell, Dispel Magic, metamagic, Haste, and big damage turns.

Core Battle Plans

Choose the fight pattern, then keep concentration spells from competing with each other.

Boss Fight

Stack buffs, protect concentration, and let the Paladin spend smites when attacks land.

Character Action
Paladin Vow of Enmity + Divine Smite
Cleric Bless or Death Ward
Bard Greater Invisibility on Paladin / Inspiration
Sorcerer Haste on Paladin, or Counterspell enemy magic

Best combo: Bless + Haste + Greater Invisibility + Paladin smites. If the boss is a caster, Sorcerer often saves reaction for Counterspell.

Horde Fight

Control the crowd, grind them down, and punish clumps with big AoE.

Character Action
Paladin Hold choke point
Cleric Spirit Guardians
Bard Hypnotic Pattern / Fear
Sorcerer Fireball / Cone of Cold / Chain Lightning

Rule: Bard controls, Cleric grinds, Sorcerer nukes, Paladin blocks.

Enemy Caster Fight

Pressure the caster, break concentration, and win the reaction war.

Character Action
Paladin Rush caster / Misty Step if Vengeance
Cleric Silence / Dispel Magic
Bard Counterspell if known / Dispel Magic
Sorcerer Counterspell, ideally Subtle Spell Counterspell

Sorcerer note: Subtle Spell Counterspell is excellent because enemy casters may not be able to Counterspell it back.

Response Matrices

Fast lookups for damage types, enemy control effects, and dangerous environments.

Damage Type Matrix

Each damage type is split into a threat card, then each role gets a highlighted response block.

Elemental Damage

Fire

Resistance, save bonuses, and reaction defenses matter most.

πŸ›‘οΈ Paladin

Aura of Protection

πŸ”¨ Cleric

Heal / Protection from Energy

🎡 Bard

Inspiration

πŸ”₯ Sorcerer

Absorb Elements / Protection from Energy

Elemental Damage

Cold

Prevent failed saves from becoming a healing race.

πŸ›‘οΈ Paladin

Aura

πŸ”¨ Cleric

Heal

🎡 Bard

Inspiration

πŸ”₯ Sorcerer

Absorb Elements

Elemental Damage

Lightning

Spread out when possible and let the Sorcerer blunt the spike.

πŸ›‘οΈ Paladin

Aura

πŸ”¨ Cleric

Heal

🎡 Bard

Inspiration

πŸ”₯ Sorcerer

Absorb Elements

Elemental Damage

Acid

Keep saves high, avoid pools, and patch damage quickly.

πŸ›‘οΈ Paladin

Aura

πŸ”¨ Cleric

Heal

🎡 Bard

Inspiration

πŸ”₯ Sorcerer

Absorb Elements

Body Threat

Poison

Cleanse the condition, leave the cloud, and keep squishies back.

πŸ›‘οΈ Paladin

Lay on Hands

πŸ”¨ Cleric

Lesser Restoration / Protection from Poison

🎡 Bard

Inspiration

πŸ”₯ Sorcerer

Avoid / ranged damage

Life-Drain Threat

Necrotic

Prevent death spirals and burst down undead or curse sources.

πŸ›‘οΈ Paladin

Smite undead

πŸ”¨ Cleric

Death Ward / Protection from Evil and Good

🎡 Bard

Inspiration

πŸ”₯ Sorcerer

Counterspell / burst target

Mind Threat

Psychic

Protect saves, stabilize emotions, and stop spell-based sources.

πŸ›‘οΈ Paladin

Aura

πŸ”¨ Cleric

Heroes' Feast / Calm Emotions

🎡 Bard

Countercharm / Inspiration

πŸ”₯ Sorcerer

Counterspell / Dispel Magic

Arcane Impact

Force

Spread out and Counterspell if the source is spell-based.

πŸ›‘οΈ Paladin

Aura / spread out

πŸ”¨ Cleric

Heal

🎡 Bard

Inspiration

πŸ”₯ Sorcerer

Counterspell if spell-based

Divine Burn

Radiant

Heal through it unless the radiant source is a spell you can stop.

πŸ›‘οΈ Paladin

Aura / heal through

πŸ”¨ Cleric

Heal

🎡 Bard

Inspiration

πŸ”₯ Sorcerer

Counterspell if spell-based

Control Effect Matrix

Control counters are grouped by what they take away: judgment, spell safety, or positioning.

Mind and Morale

Morale Lock

Fear

Keep the party near the Paladin when fear is likely.

Best responsePaladin Aura of Courage, Cleric Calm Emotions

Influence

Charm

Prevent the effect if possible, then remove it fast.

Best responseCleric Protection from Evil and Good, Bard Countercharm, Dispel Magic

Command Magic

Dominate Person

Treat this as an emergency because it turns party damage inward.

Best responseDispel Magic immediately

Action Denial

Stunned

There usually is not a clean fix during the same round.

Best responseProtect the stunned character and keep enemies off them

Spell Locks and Removal

Hold Effect

Paralysis / Hold Person

Stop the spell up front, or remove it before melee enemies punish it.

Best responseSorcerer Counterspell, Cleric Lesser Restoration, Dispel Magic

Planar Removal

Banishment

Win the reaction check or break the caster's concentration.

Best responseSorcerer/Bard Counterspell or Dispel Magic

Sight Break

Blindness

Restore sight before attacks and spell targeting fall apart.

Best responseCleric Lesser Restoration

Position and Casting Zones

Movement Lock

Restrained / Web

Free the target or teleport out before the enemy focuses fire.

Best responseDispel Magic, Misty Step, Freedom of Movement

Casting Zone

Silence

Move the caster, break concentration, or use nonverbal options.

Best responseMove out, break caster concentration, nonverbal abilities

Environmental Matrix

Situation Best Responses
Darkness Cleric Daylight, Bard Faerie Fire, Sorcerer Dispel Magic
Flying enemy Sorcerer Fly / damage, Bard Polymorph, Paladin ready attack
Underwater Water Breathing if anyone has it, Cleric Freedom of Movement
Difficult terrain Freedom of Movement, Dimension Door, Fly
Extreme heat/cold Protection from Energy, Tiny Hut if Bard has it
Poison gas Protection from Poison, Lesser Restoration, move fast
Choke point Paladin blocks, Cleric Spirit Guardians behind/near him
Ambush Stack near Paladin, Cleric Spirit Guardians, Bard control, Sorcerer AoE

Key Spell Loadout

Ask each player which of these are prepared, known, or reliably available before a dangerous adventuring day.

πŸ›‘οΈ Paladin

  • Bless
  • Shield of Faith
  • Misty Step if Vengeance
  • Aura of Protection
  • Aura of Courage
  • Lay on Hands
  • Divine Smite

πŸ”¨ Cleric

  • Bless
  • Spirit Guardians
  • Lesser Restoration
  • Dispel Magic
  • Death Ward
  • Freedom of Movement
  • Heroes' Feast
  • Heal

🎡 Bard

  • Bardic Inspiration
  • Hypnotic Pattern
  • Greater Invisibility
  • Dimension Door
  • Dispel Magic
  • Polymorph
  • Counterspell if learned through Magical Secrets

πŸ”₯ Sorcerer

  • Counterspell
  • Dispel Magic
  • Haste
  • Fireball
  • Cone of Cold / Chain Lightning
  • Fly
  • Greater Invisibility if known
  • Absorb Elements
  • Shield

🎯 One rule to share

Start every combat with one decision.

Are we buffing the Paladin, controlling the battlefield, or nuking a swarm? That one call prevents everyone from wasting concentration on competing plans.