Scenario: Cast Compelled Duel on a melee opponent on round 1 + Vow of Enmity as a bonus granting advantage (or get adv / dbl adv via any number of ways, Elven Accuracy etc).
Assuming they fail the WIS save and pursue me, Polearm Master allows:
an opportunity attack from you when they enter your reach.
Assuming I hit (good odds with adv) with the AoO, Relentless Avenger allows:
move up to half your speed immediately after the attack and as part of the same reaction without provoking opportunity attacks.
They pursue me again, trigger another AoO, I move back another 15'...rinse-wash-repeat.
I'm never more than 30' away and therefore don't trigger additional WIS saves on Compelled Duel:
...must make a WIS saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
Finally, assuming
Compelled Duel doesn't break
DM doesn't move more than 30' away intentionality to trigger a WIS save
I don't miss an AoO
Can't this tactic rinse-wash-repeat while completely avoiding a successful attack from the opponent? If it's still alive after 10 rounds I can even cast Compelled Duel AGAIN and Vow of Enmity AGAIN as a bonus (two Channel Divinity at 6th level) and keep the party going.
What are some blindspots in this tactic or ideas to amp it up even further?
You also misunderstand compelled duel which can make a save every turn to move away, and it can always choose to not approach.
It is still a good tactic for keeping an enemy away from the rest of the party while doing chip damage to it, and you might even manage to stay out of it's attack range if it doesn't have a higher speed than you.
You also misunderstand compelled duel which can make a save every turn to move away, and it can always choose to not approach.
On a failed save, the creature is drawn to you, compelled by your divine demand.
...must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away
If they're truly compelled then they shouldn't try to move away unless there's some legitimate reason like circumventing a pit to get to you which incidentally creates a distance greater than 30'. Otherwise I would argue the DM should play the opponent as not having a choice much like failing a save on charm person or suggestion.
It is still a good tactic for keeping an enemy away from the rest of the party while doing chip damage to it, and you might even manage to stay out of it's attack range if it doesn't have a higher speed than you.
Exactly and in my particular scenario I do have a higher speed (50' compare to their 30') so this scenario should work:
I end a turn 20' away from them
they use up 20' to get to me triggering AoO and I move back 15'
they move their remaining 10' falling just short of reaching me
new round in which I attack and end 20' away from them
If they're truly compelled then they shouldn't try to move away unless there's some legitimate reason like circumventing a pit to get to you which incidentally creates a distance greater than 30'. Otherwise I would argue the DM should play the opponent as not having a choice much like failing a save on charm person or suggestion.
The spell only does what it says. They have to make a save to move away, but they are not forced to move closer.
It is still a good tactic for keeping an enemy away from the rest of the party while doing chip damage to it, and you might even manage to stay out of it's attack range if it doesn't have a higher speed than you.
Exactly and in my particular scenario I do have a higher speed (50' compare to their 30') so this scenario should work:
I end a turn 20' away from them
they use up 20' to get to me triggering AoO and I move back 15'
they move their remaining 10' falling just short of reaching me
new round in which I attack and end 20' away from them
repeat
Which still has the problems I've pointed out about them not being forced to approach. You do still have the benefit of protecting the party while they deal with weaker guys though.
If they don't approach just pepper them with ranged, or on your turn move up, attack, and move away again.
Plus, your party should be doing their thing while you're messing up the enemies turn.
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I’m not sure how useful it would necessarily be in practice. While you are taking the enemy out of the fight, the enemy is also taking you out of the fight. You can’t attack anyone else, and have to spend so much energy kiting it that’s all you can do. You’re moving around so it’s unlikely others will benefit from your aura. And you’re denying the rest of the party the chance to attack the target, which may force them into poor choices.
I’m not sure how useful it would necessarily be in practice. While you are taking the enemy out of the fight, the enemy is also taking you out of the fight. You can’t attack anyone else, and have to spend so much energy kiting it that’s all you can do. You’re moving around so it’s unlikely others will benefit from your aura. And you’re denying the rest of the party the chance to attack the target, which may force them into poor choices.
I think this tactic is best for kiting the boss while the rest of the party take care of minions and can also do set ups for max damage.
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Scenario: Cast Compelled Duel on a melee opponent on round 1 + Vow of Enmity as a bonus granting advantage (or get adv / dbl adv via any number of ways, Elven Accuracy etc).
Assuming they fail the WIS save and pursue me, Polearm Master allows:
Assuming I hit (good odds with adv) with the AoO, Relentless Avenger allows:
They pursue me again, trigger another AoO, I move back another 15'...rinse-wash-repeat.
I'm never more than 30' away and therefore don't trigger additional WIS saves on Compelled Duel:
Finally, assuming
Can't this tactic rinse-wash-repeat while completely avoiding a successful attack from the opponent? If it's still alive after 10 rounds I can even cast Compelled Duel AGAIN and Vow of Enmity AGAIN as a bonus (two Channel Divinity at 6th level) and keep the party going.
What are some blindspots in this tactic or ideas to amp it up even further?
You only get 1 reaction per round though.
You also misunderstand compelled duel which can make a save every turn to move away, and it can always choose to not approach.
It is still a good tactic for keeping an enemy away from the rest of the party while doing chip damage to it, and you might even manage to stay out of it's attack range if it doesn't have a higher speed than you.
Ah there's the rub!
You also misunderstand compelled duel which can make a save every turn to move away, and it can always choose to not approach.
If they're truly compelled then they shouldn't try to move away unless there's some legitimate reason like circumventing a pit to get to you which incidentally creates a distance greater than 30'. Otherwise I would argue the DM should play the opponent as not having a choice much like failing a save on charm person or suggestion.
It is still a good tactic for keeping an enemy away from the rest of the party while doing chip damage to it, and you might even manage to stay out of it's attack range if it doesn't have a higher speed than you.
Exactly and in my particular scenario I do have a higher speed (50' compare to their 30') so this scenario should work:
The spell only does what it says. They have to make a save to move away, but they are not forced to move closer.
Which still has the problems I've pointed out about them not being forced to approach. You do still have the benefit of protecting the party while they deal with weaker guys though.
If they don't approach just pepper them with ranged, or on your turn move up, attack, and move away again.
Plus, your party should be doing their thing while you're messing up the enemies turn.
I’m not sure how useful it would necessarily be in practice. While you are taking the enemy out of the fight, the enemy is also taking you out of the fight. You can’t attack anyone else, and have to spend so much energy kiting it that’s all you can do. You’re moving around so it’s unlikely others will benefit from your aura. And you’re denying the rest of the party the chance to attack the target, which may force them into poor choices.
I think this tactic is best for kiting the boss while the rest of the party take care of minions and can also do set ups for max damage.