Human Paladin
Boss killer. Vow of Enmity, Divine Smite, aura support, and front-line pressure.
βοΈ D&D combat board
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.
The Sorcerer is less flexible than a Wizard, but stronger for burst damage, metamagic, and clutch Counterspell or Dispel Magic plays.
Boss killer. Vow of Enmity, Divine Smite, aura support, and front-line pressure.
Main healer. Condition fixing, Bless, Death Ward, Spirit Guardians, and emergency recovery.
Control and buffs. Inspiration, Hypnotic Pattern, Greater Invisibility, and backup healing.
AoE and burst magic. Counterspell, Dispel Magic, metamagic, Haste, and big damage turns.
Choose the fight pattern, then keep concentration spells from competing with each other.
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.
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.
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.
Fast lookups for damage types, enemy control effects, and dangerous environments.
Each damage type is split into a threat card, then each role gets a highlighted response block.
Elemental Damage
Resistance, save bonuses, and reaction defenses matter most.
Aura of Protection
Heal / Protection from Energy
Absorb Elements / Protection from Energy
Elemental Damage
Prevent failed saves from becoming a healing race.
Aura
Heal
Absorb Elements
Elemental Damage
Spread out when possible and let the Sorcerer blunt the spike.
Aura
Heal
Absorb Elements
Elemental Damage
Keep saves high, avoid pools, and patch damage quickly.
Aura
Heal
Absorb Elements
Body Threat
Cleanse the condition, leave the cloud, and keep squishies back.
Lay on Hands
Lesser Restoration / Protection from Poison
Avoid / ranged damage
Life-Drain Threat
Prevent death spirals and burst down undead or curse sources.
Smite undead
Death Ward / Protection from Evil and Good
Counterspell / burst target
Mind Threat
Protect saves, stabilize emotions, and stop spell-based sources.
Aura
Heroes' Feast / Calm Emotions
Counterspell / Dispel Magic
Arcane Impact
Spread out and Counterspell if the source is spell-based.
Aura / spread out
Heal
Counterspell if spell-based
Divine Burn
Heal through it unless the radiant source is a spell you can stop.
Aura / heal through
Heal
Counterspell if spell-based
Control counters are grouped by what they take away: judgment, spell safety, or positioning.
Morale Lock
Keep the party near the Paladin when fear is likely.
Best responsePaladin Aura of Courage, Cleric Calm Emotions
Influence
Prevent the effect if possible, then remove it fast.
Best responseCleric Protection from Evil and Good, Bard Countercharm, Dispel Magic
Command Magic
Treat this as an emergency because it turns party damage inward.
Best responseDispel Magic immediately
Action Denial
There usually is not a clean fix during the same round.
Best responseProtect the stunned character and keep enemies off them
Hold Effect
Stop the spell up front, or remove it before melee enemies punish it.
Best responseSorcerer Counterspell, Cleric Lesser Restoration, Dispel Magic
Planar Removal
Win the reaction check or break the caster's concentration.
Best responseSorcerer/Bard Counterspell or Dispel Magic
Sight Break
Restore sight before attacks and spell targeting fall apart.
Best responseCleric Lesser Restoration
Movement Lock
Free the target or teleport out before the enemy focuses fire.
Best responseDispel Magic, Misty Step, Freedom of Movement
Casting Zone
Move the caster, break concentration, or use nonverbal options.
Best responseMove out, break caster concentration, nonverbal abilities
| 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 |
Ask each player which of these are prepared, known, or reliably available before a dangerous adventuring day.
π― One rule to share
Are we buffing the Paladin, controlling the battlefield, or nuking a swarm? That one call prevents everyone from wasting concentration on competing plans.