I've never thought to use it as a means of "hiding" from something. It was always a way of having a "safer" nights rest, while being protected from the elements. I know that it does offer the benefit of being "hidden" but after the 8hrs, that's gone and if the DM wants you in a fight, it's going to happen. The Hut will not prevent that.
If you think its too powerful just remove the bottom and make the party rest on tarps or on a tent inside the dome to stay out of the snow and water.
Let the monsters dig under it.
Not having a bottom would explain why it is such a low level spell in relation to those others, lol.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
They were in hostile territory; a tribe of lizardfolk had allied with a coven of hags in a wooded wilderness, and the party camped out in the middle of it. I tweaked the green hags' spell list, as well as giving the lizardfolk a proper shaman. First thing the shaman did was cast plant growth to surround the hut. Movement speed for any PC exiting the hut is now four feet of movement for every actual foot traveled. I also armed the lizardfolk with bows; they had no need to get into the difficult terrain themselves.
The hags then brought down the hut with dispel magic and it was party time. The party was triumphant but it was close and not easy. (I also gave the hags the polymorph spell as part of their coven magic; it's a favorite of my players, so I thought what's good for the goose is good for the gander.)
I believe they were around 5th or 6th level at this point (6 PCs) and very, very good at exploiting the hut's ritual tag and invulnerability.
Why? The smoke and heat from the fire would have no adverse effect on the party.
I thought there was a clause that said the temperature in the hut was always constant, which means you couldn't light a fire. But there isn't. I must have been thinking of an earlier edition.
Why? The smoke and heat from the fire would have no adverse effect on the party.
I thought there was a clause that said the temperature in the hut was always constant, which means you couldn't light a fire. But there isn't. I must have been thinking of an earlier edition.
The spell says the atmosphere inside the hut is always comfortable. So the inside wouldn't overheat and the smoke would magically dissipate.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Also, resilient sphere does not allow anything to pass through it, in or out. Tiny hut allows objects that were within it when it was cast to exit; party members can used ranged weapons through the tiny hut's walls while enemy combatants cannot fire projectiles into the hut.
That sounds like a brilliant plan until all the enemies stand just outside the hut and ready their action to attack the first creature to step outside the hut and you get wrecked.
Or if the DM wants to not enable the shenanigans, the enemies all just wander off around the corner and wait for you to come out and actually play DnD
That sounds like a brilliant plan until all the enemies stand just outside the hut and ready their action to attack the first creature to step outside the hut and you get wrecked.
That sounds like a brilliant plan until the people inside the hut just fire arrows out of the hut. Or stick spears out.
That sounds like a brilliant plan until the people inside the hut just fire arrows out of the hut. Or stick spears out.
If they melee attack out, the readied actions can hit their hands.
If they stay inside and fire arrows then that does work for abusing game mechanics to stay invulnerable. That's when the enemies go hide around the corner until the players feel like coming out to actually play DnD. If they keep firing arrows anyways then the enemies collect them, fire back, then duck back around the corner
There isn't really any way to abuse this spell for combat if the DM is on their toes. The spell is fine, all it really does it let you long rest in peace
Really, some evil spellcaster ought to research Grumzanger's Still Tiny But Very Slightly Larger Enclosure - which is a ritual spell you cast on top of an existing Leomund's Tiny Hut, with sort of reverse effects: It blocks exit, and if you re-cast if at regular intervals, you can simply outwait the supplies of those inside Leomund's.
Anyways, another interesting use of Leomund's would be for sieges: Cast darkness on your artillery, roll forward into range, cast Leomund's, drop the darkness, and attack with impunity. It does somewhat restrict the size of your gear, though. Good for ballistae, less so for trebuchets. For defensive actions the darkness would be moot, of course.
Of course, a fireball might be worth more than even an invulnerable ballista.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
That sounds like a brilliant plan until the people inside the hut just fire arrows out of the hut. Or stick spears out.
If they melee attack out, the readied actions can hit their hands.
If they stay inside and fire arrows then that does work for abusing game mechanics to stay invulnerable. That's when the enemies go hide around the corner until the players feel like coming out to actually play DnD. If they keep firing arrows anyways then the enemies collect them, fire back, then duck back around the corner
There isn't really any way to abuse this spell for combat if the DM is on their toes. The spell is fine, all it really does it let you long rest in peace
It's not abusing game mechanics to use a spell as the spell was designed, it's bad spell design. A reasonable spell for the level would be something like
Non-ritual.
Creates a physical hut with walls, floor, and ceiling appropriate to the setting, which block passage and vision; the walls may have windows or slits if the creator desires. Regardless of apparent material, they have AC 15, 90 hp per 10' segment. Windows, if present, grant 3/4 cover.
The hut also comes with a door protected by a arcane lock. It is AC 15, 30 hp.
The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark.
That sounds like a brilliant plan until the people inside the hut just fire arrows out of the hut. Or stick spears out.
If they melee attack out, the readied actions can hit their hands.
If they stay inside and fire arrows then that does work for abusing game mechanics to stay invulnerable. That's when the enemies go hide around the corner until the players feel like coming out to actually play DnD. If they keep firing arrows anyways then the enemies collect them, fire back, then duck back around the corner
There isn't really any way to abuse this spell for combat if the DM is on their toes. The spell is fine, all it really does it let you long rest in peace
It's not abusing game mechanics to use a spell as the spell was designed, it's bad spell design. A reasonable spell for the level would be something like
Non-ritual.
Creates a physical hut with walls, floor, and ceiling appropriate to the setting, which block passage and vision; the walls may have windows or slits if the creator desires. Regardless of apparent material, they have AC 15, 90 hp per 10' segment. Windows, if present, grant 3/4 cover.
The hut also comes with a door protected by a arcane lock. It is AC 15, 30 hp.
The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark.
After you figure out what spell components this needs you should write it up =)
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
That sounds like a brilliant plan until the people inside the hut just fire arrows out of the hut. Or stick spears out.
If they melee attack out, the readied actions can hit their hands.
If they stay inside and fire arrows then that does work for abusing game mechanics to stay invulnerable. That's when the enemies go hide around the corner until the players feel like coming out to actually play DnD. If they keep firing arrows anyways then the enemies collect them, fire back, then duck back around the corner
There isn't really any way to abuse this spell for combat if the DM is on their toes. The spell is fine, all it really does it let you long rest in peace
It's not abusing game mechanics to use a spell as the spell was designed, it's bad spell design. A reasonable spell for the level would be something like
Non-ritual.
Creates a physical hut with walls, floor, and ceiling appropriate to the setting, which block passage and vision; the walls may have windows or slits if the creator desires. Regardless of apparent material, they have AC 15, 90 hp per 10' segment. Windows, if present, grant 3/4 cover.
The hut also comes with a door protected by a arcane lock. It is AC 15, 30 hp.
The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark.
After you figure out what spell components this needs you should write it up =)
Reskin Galdur's Tower for a lower level?
(not sure -- I don't have that Kwalish adventure).
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Even dumb animals would not stick around if someone was shooting them with arrows. Bad guys would just hide and take cover until the spell came down. Both sides get the same rest except the guys inside the hut do not get reinforcements.
Its only as good or bad as your DM lets the bad guys be. If they are smart enough to wait like a tiger its all fine. If not then it gets a little abuse. Is your monster as smart as a deer to run away or as a lion to wait stalk and hunt? Even a badger will dig under something to get into it. Or are they as smart as a human and can think of a way to block the sight of the guys inside the hut or even cast a spell on it?
That sounds like a brilliant plan until the people inside the hut just fire arrows out of the hut. Or stick spears out.
If they melee attack out, the readied actions can hit their hands.
If they stay inside and fire arrows then that does work for abusing game mechanics to stay invulnerable. That's when the enemies go hide around the corner until the players feel like coming out to actually play DnD. If they keep firing arrows anyways then the enemies collect them, fire back, then duck back around the corner
There isn't really any way to abuse this spell for combat if the DM is on their toes. The spell is fine, all it really does it let you long rest in peace
It's not abusing game mechanics to use a spell as the spell was designed, it's bad spell design. A reasonable spell for the level would be something like
Non-ritual.
Creates a physical hut with walls, floor, and ceiling appropriate to the setting, which block passage and vision; the walls may have windows or slits if the creator desires. Regardless of apparent material, they have AC 15, 90 hp per 10' segment. Windows, if present, grant 3/4 cover.
The hut also comes with a door protected by a arcane lock. It is AC 15, 30 hp.
The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark.
After you figure out what spell components this needs you should write it up =)
Reskin Galdur's Tower for a lower level?
(not sure -- I don't have that Kwalish adventure).
Again your over thinking it.
Just make it so that when the dome is opaque it can not be seen into or out of. Take away the floor to make it possible to dig under it. Windows and doors? Please.
That sounds like a brilliant plan until the people inside the hut just fire arrows out of the hut. Or stick spears out.
If they melee attack out, the readied actions can hit their hands.
If they stay inside and fire arrows then that does work for abusing game mechanics to stay invulnerable. That's when the enemies go hide around the corner until the players feel like coming out to actually play DnD. If they keep firing arrows anyways then the enemies collect them, fire back, then duck back around the corner
There isn't really any way to abuse this spell for combat if the DM is on their toes. The spell is fine, all it really does it let you long rest in peace
It's not abusing game mechanics to use a spell as the spell was designed, it's bad spell design. A reasonable spell for the level would be something like
Non-ritual.
Creates a physical hut with walls, floor, and ceiling appropriate to the setting, which block passage and vision; the walls may have windows or slits if the creator desires. Regardless of apparent material, they have AC 15, 90 hp per 10' segment. Windows, if present, grant 3/4 cover.
The hut also comes with a door protected by a arcane lock. It is AC 15, 30 hp.
The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark.
After you figure out what spell components this needs you should write it up =)
Reskin Galdur's Tower for a lower level?
(not sure -- I don't have that Kwalish adventure).
Again your over thinking it.
Just make it so that when the dome is opaque it can not be seen into or out of. Take away the floor to make it possible to dig under it. Windows and doors? Please.
Oh, I was just suggesting a possibility of how someone could do the thing.
I think I already added enough to the argument early on in either this thread or the other one, lol.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Galder's Tower is already level 3 (though it's not much of a tower at level 3). Another similar spell is (Leomund's) Secure Shelter from 3.5e, though that spell was 4th level.
Pretty sure 5E's tiny hut is a Frankensteined result of mashing previous tiny huts and secure shelter together. Thus the problems.
Could be, but it's really just identical to previous edition Tiny Hut with the exception that in all previous editions all it affected was ordinary weather.
The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
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As I have said before.
If you think its too powerful just remove the bottom and make the party rest on tarps or on a tent inside the dome to stay out of the snow and water.
Let the monsters dig under it.
I've never thought to use it as a means of "hiding" from something. It was always a way of having a "safer" nights rest, while being protected from the elements. I know that it does offer the benefit of being "hidden" but after the 8hrs, that's gone and if the DM wants you in a fight, it's going to happen. The Hut will not prevent that.
Not having a bottom would explain why it is such a low level spell in relation to those others, lol.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Simple solutions to simple problems.
So a story about tiny hut and my players.
They were in hostile territory; a tribe of lizardfolk had allied with a coven of hags in a wooded wilderness, and the party camped out in the middle of it. I tweaked the green hags' spell list, as well as giving the lizardfolk a proper shaman. First thing the shaman did was cast plant growth to surround the hut. Movement speed for any PC exiting the hut is now four feet of movement for every actual foot traveled. I also armed the lizardfolk with bows; they had no need to get into the difficult terrain themselves.
The hags then brought down the hut with dispel magic and it was party time. The party was triumphant but it was close and not easy. (I also gave the hags the polymorph spell as part of their coven magic; it's a favorite of my players, so I thought what's good for the goose is good for the gander.)
I believe they were around 5th or 6th level at this point (6 PCs) and very, very good at exploiting the hut's ritual tag and invulnerability.
I thought there was a clause that said the temperature in the hut was always constant, which means you couldn't light a fire. But there isn't. I must have been thinking of an earlier edition.
The spell says the atmosphere inside the hut is always comfortable. So the inside wouldn't overheat and the smoke would magically dissipate.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
That sounds like a brilliant plan until all the enemies stand just outside the hut and ready their action to attack the first creature to step outside the hut and you get wrecked.
Or if the DM wants to not enable the shenanigans, the enemies all just wander off around the corner and wait for you to come out and actually play DnD
That sounds like a brilliant plan until the people inside the hut just fire arrows out of the hut. Or stick spears out.
If they melee attack out, the readied actions can hit their hands.
If they stay inside and fire arrows then that does work for abusing game mechanics to stay invulnerable. That's when the enemies go hide around the corner until the players feel like coming out to actually play DnD. If they keep firing arrows anyways then the enemies collect them, fire back, then duck back around the corner
There isn't really any way to abuse this spell for combat if the DM is on their toes. The spell is fine, all it really does it let you long rest in peace
Really, some evil spellcaster ought to research Grumzanger's Still Tiny But Very Slightly Larger Enclosure - which is a ritual spell you cast on top of an existing Leomund's Tiny Hut, with sort of reverse effects: It blocks exit, and if you re-cast if at regular intervals, you can simply outwait the supplies of those inside Leomund's.
Anyways, another interesting use of Leomund's would be for sieges: Cast darkness on your artillery, roll forward into range, cast Leomund's, drop the darkness, and attack with impunity. It does somewhat restrict the size of your gear, though. Good for ballistae, less so for trebuchets. For defensive actions the darkness would be moot, of course.
Of course, a fireball might be worth more than even an invulnerable ballista.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
It's not abusing game mechanics to use a spell as the spell was designed, it's bad spell design. A reasonable spell for the level would be something like
After you figure out what spell components this needs you should write it up =)
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Reskin Galdur's Tower for a lower level?
(not sure -- I don't have that Kwalish adventure).
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
You guys are just over thinking it.
Even dumb animals would not stick around if someone was shooting them with arrows. Bad guys would just hide and take cover until the spell came down. Both sides get the same rest except the guys inside the hut do not get reinforcements.
Its only as good or bad as your DM lets the bad guys be. If they are smart enough to wait like a tiger its all fine. If not then it gets a little abuse. Is your monster as smart as a deer to run away or as a lion to wait stalk and hunt? Even a badger will dig under something to get into it. Or are they as smart as a human and can think of a way to block the sight of the guys inside the hut or even cast a spell on it?
Again your over thinking it.
Just make it so that when the dome is opaque it can not be seen into or out of. Take away the floor to make it possible to dig under it.
Windows and doors? Please.
Oh, I was just suggesting a possibility of how someone could do the thing.
I think I already added enough to the argument early on in either this thread or the other one, lol.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Galder's Tower is already level 3 (though it's not much of a tower at level 3). Another similar spell is (Leomund's) Secure Shelter from 3.5e, though that spell was 4th level.
Pretty sure 5E's tiny hut is a Frankensteined result of mashing previous tiny huts and secure shelter together. Thus the problems.
Could be, but it's really just identical to previous edition Tiny Hut with the exception that in all previous editions all it affected was ordinary weather.