Level Up (A5E) Gaze of conviction

Odin11b

First Post
I have a question regarding gaze of conviction. It says that the creature must move closer and must make as many attacks as it can against you. Does that mean that it can only take actions that require an attack roll or is it able to use abilities or spells so long as I’m a target (I.e fireball, hold person, breath weapon)
 

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The first seems to be the case. I would even say it may not be allowed to cast spells that make spell attacks... Instead the target would be forced to use the 'Attack Action', albeit to the full extent of it. I am unsure if the target is intended to be allowed to just step 5 feet closer and then make an (improvised) ranged attack. Seems unintended, considering the 30 ft. range.
 

I would even say it may not be allowed to cast spells that make spell attacks... Instead the target would be forced to use the 'Attack Action', albeit to the full extent of it.
i'd say that RAW they'd only be forced to take the attack action instead of use a spell attack if they have extra attack (i.e. more attacks from the attack action then from casting a spell), but RAI i doubt it's supposed to matter. although it does introduce an interesting rules interaction where if you use it on an enemy with the Perfect Assault maneuver and they fail the save, they'll be forced to come up on you and use it on you (since a usage of that maneuver is "as many attacks" as they can make), draining their exertion pool and giving them a level of fatigue in a single turn. so, uh...i guess that's neat? say goodbye to your skeleton, though.

but yeah, no, "attacks" specifically refers to actions that trigger attack rolls. no fireball for you.
 

I think Gaze of Conviction is pretty much in line with Tempered Iron in that it leans heavily toward being "anti-magic". It forces the spellcaster to fight on your terms by removing spell casting. However, there is a little catch because it targets a Wisdom save which reduces success chances against typical spell casters.

Should the fighter just run around so the wizard has to run after them? Sure, but then the fighter has essentially removed themselves from the fight too. That's seems a little silly and counterproductive. Was it a lone wizard against the party? Well, that wizard was doomed already.

Will there be situations where Gaze of Conviction auto wins the scenario? In my experience, this is highly unlikely.
 

The fighter will also need to not move too far away...

""On its turn the creature moves towards you and makes as many attacks against you as it can.

The effects of this maneuver end when you attack a different creature or the creature is unable to attack you."

But... nowhere in the description of the maneuver does it require the attacks to be melee (or even weapon) only.

And since the wizard in the example probably only has one attack (unless he somehow has enough warlock levels to get multiple eldritch blasts" ;) ) even one "fire bolt" would be this one attack.
If the wizard is a typical wizard he probably attacks more often with a cantrip than with weapons.
 


RAW, Gaze of Conviction has the archmage running at you with their dagger like a madman or uselessly trying to firebolt you at disadvantage as you stick a blade in their gut; the dragon won't use its breath even though it might roast you, it has to use its claw+claw+bite; the mind flayer won't mind blast you first, it'll just try to get its tentacles around your head even if your AC is 26. It's also open to abuse from a lot of other corners. GoC shouldn't be the end-all be-all of "make the enemy an idiot that can't do anything else but roll to attack." There are maneuvers out there that specifically stop spellcasting as per their flavor text, GoC isn't one of them.
I can't tell you how many times I threw my hands up in exasperation with GoC before I finally altered it.

My changed version:
You stare down a creature you can see within 30 feet, and if it can see you it makes a Wisdom saving throw. On a failure the creature is compelled to focus its aggression on you. It must target you with single-target features and attacks, and include you in multiple target/area features. The creature can't willingly move to a space that is more than 30 feet away from you.

The effects of this maneuver end when you target a different creature with an attack or feature, if the creature is unable to continue its aggression against you, or if you end your turn more than 30 feet away from the creature.
 
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Yeah, that's really strong. I think your version keeps the essence of the maneuver without a drastic change. I also don't like features that remove the GM's fun in the combat - I mean other than the death condition.

Do you think an easier fix might be to include that the enemy can repeat the saving throw?
 

Yeah, that's really strong. I think your version keeps the essence of the maneuver without a drastic change. I also don't like features that remove the GM's fun in the combat - I mean other than the death condition.

Do you think an easier fix might be to include that the enemy can repeat the saving throw?
Easier fix, sure. I can't say that I like it better personally (it's nerfing the maneuver in a different fashion), but at least it's something- and unlike saving throws that target INT (shudder), most creatures have at least 10ish wisdom so it's possible for them to save.
 

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