You don't lose concentration on spells even when the target is on another plane (unless it says so in the spell) so I'd say being behind a magical force field should still let you maintain it.
A blue dragon exhales lightning and if you read their description it states their hide hums and crackles. Anyone can cause static electricity by rubbing the right objects together.
Nothing magical about either of those above, those are naturally occurring and not mentioned as being magical.
Look, I accept the ruling for game balance or whatever, but let's not pretend it makes sense. There's a massive gulf between sticking a balloon to the wall with static electricity and channeling a massive bolt of lighting 120 feet long and 5 feet wide.
You know what's natural? A druid using Call Lightning on an existing storm. The lightning is already there, the druid is just telling it where to go. Hell, the entire druid class is based around "natural" magic. Some races get spells they can cast due to their innate heritage, but that's somehow not natural either. It's a clumsy, arbitrary rule for the game side of D&D that gets in the way of the story side of D&D.
If you're going to argue that a breath weapon isn't a magical effect, that would by default mean that it's made of nonmagical matter and therefore an object. And therefore be barred from passing through the spell's barrier.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
As an additional note: Objects in DnD are items that are not creatures that can be handled or targeted by spells, effects (magical and mundane). You can't target a dragon's breath weapon no matter the element, so it is neither creature nor object but an effect.
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Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Object (Merrian-Webster): : something material that may be perceived by the senses. Gas, burning gas, an arc of lightning are not material.
Gas is not material? Some of them you can smell, some you can see with the naked eye, some you can taste, and if they're hot or cold enough or propelled with sufficient force you can feel them. And if it's burning, it's fuel for the fire. Fire can't feed on something immaterial.
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Object (Merrian-Webster): : something material that may be perceived by the senses. Gas, burning gas, an arc of lightning are not material.
Gas is not material? Some of them you can smell, some you can see with the naked eye, some you can taste, and if they're hot or cold enough or propelled with sufficient force you can feel them. And if it's burning, it's fuel for the fire. Fire can't feed on something immaterial.
The fact that you can perceive them does not make them material. Are you really arguing that gas is an object ?
We can argue about it being an object, particularly where that pertains to the mechanics of a tabletop roleplaying game, but I really don't think there's an argument to be had over whether a gas is material. It's made up of atoms. It has mass. You inhale and exhale gas with every breath you take. It fills your lungs and you can blow up a balloon with it. Whenever you burp or fart you expel gas from your body. Gas is matter, and matter is material.
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Object (Merrian-Webster): : something material that may be perceived by the senses. Gas, burning gas, an arc of lightning are not material.
Gas is not material? Some of them you can smell, some you can see with the naked eye, some you can taste, and if they're hot or cold enough or propelled with sufficient force you can feel them. And if it's burning, it's fuel for the fire. Fire can't feed on something immaterial.
The fact that you can perceive them does not make them material. Are you really arguing that gas is an object ?
We can argue about it being an object, particularly where that pertains to the mechanics of a tabletop roleplaying game
1) Again, are you going to argue that, both in reality and in the mechanics of a tabletop roleplaying game, that gas in an object ?
but I really don't think there's an argument to be had over whether a gas is material. It's made up of atoms. It has mass. You inhale and exhale gas with every breath you take. It fills your lungs and you can blow up a balloon with it. Whenever you burp or fart you expel gas from your body. Gas is matter, and matter is material.
2) While I might agree on the fact that, in reality, gas is material (as compared to immaterial which is really intangible), it does not have to be the case in a fantasy world where real world physics do not apply, and even in things as simple as the conservation of energy, when we are discussing magic. When matter is composed of elemental "stuff", whatever that means, it does not have to be composed of atoms. For all that the characters can perceive, they are bot breathing air as a composite of mostly nitrogen and oxygen, but just stuff from the elemental plane of air. Note that it would be silly, in a fantasy game where air exists as an element, to say that it's actually 70% of nitrogen elemental combined with 30% of oxygen elemental. So there you are, there is even less support in a fantasy game for a gas to be material and an object.
1) I didn't argue that gas is an object. I said it's material, because you said it isn't. What it is in game should probably be determined more on a case by case basis, or rather rules interacting with gases should be evaluated on a case by case basis. I'll posit that LTH is not intented to be impervious to any and all gases period, because if it was nine people spending 8 hours inside one would result in them dying as soon as they ran out of fresh air. Whether it's intended to stop harmful gases from entering is unclear, but in my games that's what it does.
2) What "might be" in a fantasy game cuts both ways. If gases don't have to be material in the game, then none of the laws of physics have to apply in the game either. Heck, maybe gases don't exist at all in the game, they're all just really, really low density fluids instead. It gets kind of silly if we start applying those kinds of arguments.
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I would let my PC hide in a hut if they wanted to.
"Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside."
Forest fire, freezing snow, lightning and thunder storm, hurricane, tornado, bottom of the ocean, Elemental plane of Fire, Earth, Water, Air. The hut will protect them. The vacuum of space, the hut will protect them. The crushing acidic atmosphere of Venus, the hut will protect them. Some of those are near or stronger than a dragon's breath.
The hut is a dome, not a hemisphere. There is no bottom, it can be tunneled into, and if that’s the case, I’m pretty sure Venus would win.
VERY interesting about breath attacks too. I was under the impression that unless you are one of people who were inside when casting nothing can get inside. I'll have to look at more stuff to see what I can whack people with!
It's not an object, so it should get in, but there is this ambiguous sentence about the atmosphere : "The atmosphere inside the space is comfortable and dry, regardless of the weather outside." But for me that is about temperature and humidity.
Choking on poison gas is not comfortable.
Regarding other planes or worlds, 5e is pretty good about saying whether something will work or not over different planes. There is no such mention in Leomund's Tiny Hut. Therefore, when you are in the Elemental Plane of Fire, whatever is going on outside, is the weather. If it is blazing fire 24/7 it will not affect the inside of the hut.
My logic (ha!) is that if the hut can repel a hurricane, tornado, acid atmosphere, or whatever, it is reasonable that it can repel dragon breath.
. I was under the impression that unless you are one of people who were inside when casting nothing can get inside. I'll have to look at more stuff to see what I can whack people with!
If you look at Wall of Force, the wording is different from Tiny Hut.
No: Weather: the state of the atmosphere with respect to heat or cold, wetness or dryness, calm or storm, clearness or cloudiness
There is no atmosphere at the bottom of the ocean, so no weather.
"“Eddies are the internal weather of the sea,” says McGillicuddy, an associate scientist in the WHOI Applied Ocean Physics and Engineering Department."
And again, it doesn't matter what the outside is like. The inside will be dry and comfortable.
No: Weather: the state of the atmosphere with respect to heat or cold, wetness or dryness, calm or storm, clearness or cloudiness
There is no atmosphere at the bottom of the ocean, so no weather.
"“Eddies are the internal weather of the sea,” says McGillicuddy, an associate scientist in the WHOI Applied Ocean Physics and Engineering Department."
And again, it doesn't matter what the outside is like. The inside will be dry and comfortable.
Yeah, sorry as a person who studies oceans, you can't just use the basic googled definition of a word and pretend that words aren't used with other definitions in different context. The ocean floor is completely different than any other part of the world, it can in fact have events akin to weather. So, yes, there is weather on the ocean floor.
But in regards to the hut - spells can't extend through it, so first casting of a spell couldn't pass through the wall, but I'd allow for a person concentrating on a spell to then be in the dome after, The hut is not fool proof and many things can still be done about it. First off it takes time to cast so they can't just whip it out at the start of battle. I go back and fourth on the whole dragon's breath thing (i know what JC said) but looking at the other POVs I can see how that doesn't make sense from certain stand points.
That is because until there is an errata that changes the Hut's spell description they can't just whilly nilly update the words. They have to present to us the specific way that WoTC presents the stuff in their books.
You know what's natural? A druid using Call Lightning on an existing storm. The lightning is already there, the druid is just telling it where to go. Hell, the entire druid class is based around "natural" magic. Some races get spells they can cast due to their innate heritage, but that's somehow not natural either. It's a clumsy, arbitrary rule for the game side of D&D that gets in the way of the story side of D&D.
You can apply whatever logic you want in your game, but unfortunately, the RAW (in the SAC) tells otherwise for the official ruling: "Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description?" So yes, it's magical and therefore does not go through the hut.
Again, I wasn't arguing what the RAW is. Rather I'm just complaining about the design here. It's clear from the above debate that there is no official term for nonmagical forces and yet they are prevalent throughout the game. If that's how the world is going to work, spell it out in the RAW so we don't have these kinds of weird arguments.
The distinction between"natural" magic versus spellcasting is all over the place - many monsters have innate spellcasting that works differently than regular spellcasting, non-spellcasters get spell-like effects like barbarians being able to use Augury or Speak With Animals, and then of course things like Dragon Breath which is not spellcasting but in some cases produce the exact same effects as a spell. Would be nice if the differences between these were laid out a little more clearly and not just kind of after-the-fact in a Sage Advice that reads like a bad programmer's hack.
WotC should bring Supernatural and Extraordinary descriptors for innate abilities (innate spellcasting can be left as spells, there's no need for spell-like abilities to return).
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
That is because until there is an errata that changes the Hut's spell description they can't just whilly nilly update the words. They have to present to us the specific way that WoTC presents the stuff in their books.
That's my point, they don't represent as it's written.
Look at the description in the PHB (the link I posted above), the aoe is "Self (10-foot-radius hemisphere)".
That is the only place that DnDbeyond references that, and it would make things easier, if they listed that in every listing of the spell.
That is because until there is an errata that changes the Hut's spell description they can't just whilly nilly update the words. They have to present to us the specific way that WoTC presents the stuff in their books.
That's my point, they don't represent as it's written.
Look at the description in the PHB (the link I posted above), the aoe is "Self (10-foot-radius hemisphere)".
That is the only place that DnDbeyond references that, and it would make things easier, if they listed that in every listing of the spell.
Uh.... look at your own link and then look at the written desc in a hard copy players hand book:
DDB:
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
The player's hand book:
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
So tell me who's wrong here, the platform that just puts the information from the book onto the website, or the book? Like I said until WoTC changes their hard copy books with an ERRATA beyond will continue to list tiny hut's description to match what is the official wording. And the official wording has "dome" in the description.
I would let them do that if they’re able to get the hut created before combat.
You can seal LTH in the Runes of Warding and set the trigger as codeworld (you an set RoW to trigger from anything, the limit is your imagination and foresight at the time of actually casting it). This way you can cast your Leoumndus Tiny Bunker of Doom it in combat without even spending action or spell slot. Of course it would cost you 200 gold to pull this, so not the trick you can pull every battle. Bring a ranged weapon you're proficient with to shoot people from within so you don't waste your turn just sitting inside while iother casters in your party jump in and out and martials just shoot enemies from within like you but actually competently.
That is because until there is an errata that changes the Hut's spell description they can't just whilly nilly update the words. They have to present to us the specific way that WoTC presents the stuff in their books.
That's my point, they don't represent as it's written.
Look at the description in the PHB (the link I posted above), the aoe is "Self (10-foot-radius hemisphere)".
That is the only place that DnDbeyond references that, and it would make things easier, if they listed that in every listing of the spell.
Uh.... look at your own link and then look at the written desc in a hard copy players hand book:
DDB:
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
The player's hand book:
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
So tell me who's wrong here, the platform that just puts the information from the book onto the website, or the book? Like I said until WoTC changes their hard copy books with an ERRATA beyond will continue to list tiny hut's description to match what is the official wording. And the official wording has "dome" in the description.
You are not wrong, unfortunately, Leomund's Tiny Hut is an example of poor communication in the book, and you need to follow a trail of rules to get the full picture
Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours
when you then look at the Range entry under Casting a Spell:
Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you.
then the quote from Jeremy Crawford makes sense:
Leomund's tiny hut does have a floor, Mr. Crawford (read your own book). The spell's range entry says the effect is hemispherical.
[...]
It intentionally says hemisphere.
Unfortunately, this information is spread over a lot of pages, and you have to accommodate for the usage of 'dome' in the spell description being misleading.
But to be honest, all this rules lawyering and nit-picking is pointless in my opinion. No matter what the spell reads or is interpreted as, what the player is choosing it for is 'safe long rest'.
In my opinion, a DM should be very careful in how to respond to this spell. It is very hard to pull this spell off in combat, and it was not meant for that purpose. If you do not agree that this spell provides a safe long rest always, you need to talk to your players and let them know. Otherwise, they chose a spell for a purpose that it cannot fulfill.
And it doesn't matter if it has a floor or not, a DM will always have options to counter or subvert what the players do, so I only can plead for being fair to the players, and upfront about if you are going to allow this for a safe rest or not.
You don't lose concentration on spells even when the target is on another plane (unless it says so in the spell) so I'd say being behind a magical force field should still let you maintain it.
Look, I accept the ruling for game balance or whatever, but let's not pretend it makes sense. There's a massive gulf between sticking a balloon to the wall with static electricity and channeling a massive bolt of lighting 120 feet long and 5 feet wide.
You know what's natural? A druid using Call Lightning on an existing storm. The lightning is already there, the druid is just telling it where to go. Hell, the entire druid class is based around "natural" magic. Some races get spells they can cast due to their innate heritage, but that's somehow not natural either. It's a clumsy, arbitrary rule for the game side of D&D that gets in the way of the story side of D&D.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
If you're going to argue that a breath weapon isn't a magical effect, that would by default mean that it's made of nonmagical matter and therefore an object. And therefore be barred from passing through the spell's barrier.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
As an additional note: Objects in DnD are items that are not creatures that can be handled or targeted by spells, effects (magical and mundane). You can't target a dragon's breath weapon no matter the element, so it is neither creature nor object but an effect.
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Gas is not material? Some of them you can smell, some you can see with the naked eye, some you can taste, and if they're hot or cold enough or propelled with sufficient force you can feel them. And if it's burning, it's fuel for the fire. Fire can't feed on something immaterial.
Want to start playing but don't have anyone to play with? You can try these options: [link].
We can argue about it being an object, particularly where that pertains to the mechanics of a tabletop roleplaying game, but I really don't think there's an argument to be had over whether a gas is material. It's made up of atoms. It has mass. You inhale and exhale gas with every breath you take. It fills your lungs and you can blow up a balloon with it. Whenever you burp or fart you expel gas from your body. Gas is matter, and matter is material.
Want to start playing but don't have anyone to play with? You can try these options: [link].
1) I didn't argue that gas is an object. I said it's material, because you said it isn't. What it is in game should probably be determined more on a case by case basis, or rather rules interacting with gases should be evaluated on a case by case basis. I'll posit that LTH is not intented to be impervious to any and all gases period, because if it was nine people spending 8 hours inside one would result in them dying as soon as they ran out of fresh air. Whether it's intended to stop harmful gases from entering is unclear, but in my games that's what it does.
2) What "might be" in a fantasy game cuts both ways. If gases don't have to be material in the game, then none of the laws of physics have to apply in the game either. Heck, maybe gases don't exist at all in the game, they're all just really, really low density fluids instead. It gets kind of silly if we start applying those kinds of arguments.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Actually they cleared that up in sage advice that it is a hemisphere and therefore has a floor. https://www.sageadvice.eu/2017/01/24/does-leomunds-tiny-hut-have-a-floor/
Super funny he messed up from his own book lol
VERY interesting about breath attacks too. I was under the impression that unless you are one of people who were inside when casting nothing can get inside. I'll have to look at more stuff to see what I can whack people with!
Choking on poison gas is not comfortable.
Regarding other planes or worlds, 5e is pretty good about saying whether something will work or not over different planes. There is no such mention in Leomund's Tiny Hut. Therefore, when you are in the Elemental Plane of Fire, whatever is going on outside, is the weather. If it is blazing fire 24/7 it will not affect the inside of the hut.
My logic (ha!) is that if the hut can repel a hurricane, tornado, acid atmosphere, or whatever, it is reasonable that it can repel dragon breath.
*note, the bottom of the ocean CAN have weather.
"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
If you look at Wall of Force, the wording is different from Tiny Hut.
"“Eddies are the internal weather of the sea,” says McGillicuddy, an associate scientist in the WHOI Applied Ocean Physics and Engineering Department."
And again, it doesn't matter what the outside is like. The inside will be dry and comfortable.
"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
I wish DnDbeyond would make the spell description clearer. It *is* specified as a hemisphere in the source, but not mentioned in any of the summaries.
https://www.dndbeyond.com/sources/phb/spells#LeomundsTinyHut
More Interesting Lock Picking Rules
Yeah, sorry as a person who studies oceans, you can't just use the basic googled definition of a word and pretend that words aren't used with other definitions in different context. The ocean floor is completely different than any other part of the world, it can in fact have events akin to weather. So, yes, there is weather on the ocean floor.
But in regards to the hut - spells can't extend through it, so first casting of a spell couldn't pass through the wall, but I'd allow for a person concentrating on a spell to then be in the dome after, The hut is not fool proof and many things can still be done about it. First off it takes time to cast so they can't just whip it out at the start of battle. I go back and fourth on the whole dragon's breath thing (i know what JC said) but looking at the other POVs I can see how that doesn't make sense from certain stand points.
That is because until there is an errata that changes the Hut's spell description they can't just whilly nilly update the words. They have to present to us the specific way that WoTC presents the stuff in their books.
Again, I wasn't arguing what the RAW is. Rather I'm just complaining about the design here. It's clear from the above debate that there is no official term for nonmagical forces and yet they are prevalent throughout the game. If that's how the world is going to work, spell it out in the RAW so we don't have these kinds of weird arguments.
The distinction between"natural" magic versus spellcasting is all over the place - many monsters have innate spellcasting that works differently than regular spellcasting, non-spellcasters get spell-like effects like barbarians being able to use Augury or Speak With Animals, and then of course things like Dragon Breath which is not spellcasting but in some cases produce the exact same effects as a spell. Would be nice if the differences between these were laid out a little more clearly and not just kind of after-the-fact in a Sage Advice that reads like a bad programmer's hack.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
WotC should bring Supernatural and Extraordinary descriptors for innate abilities (innate spellcasting can be left as spells, there's no need for spell-like abilities to return).
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
That's my point, they don't represent as it's written.
Look at the description in the PHB (the link I posted above), the aoe is "Self (10-foot-radius hemisphere)".
That is the only place that DnDbeyond references that, and it would make things easier, if they listed that in every listing of the spell.
More Interesting Lock Picking Rules
Uh.... look at your own link and then look at the written desc in a hard copy players hand book:
DDB:
The player's hand book:
So tell me who's wrong here, the platform that just puts the information from the book onto the website, or the book? Like I said until WoTC changes their hard copy books with an ERRATA beyond will continue to list tiny hut's description to match what is the official wording. And the official wording has "dome" in the description.
You can seal LTH in the Runes of Warding and set the trigger as codeworld (you an set RoW to trigger from anything, the limit is your imagination and foresight at the time of actually casting it). This way you can cast your Leoumndus Tiny Bunker of Doom it in combat without even spending action or spell slot. Of course it would cost you 200 gold to pull this, so not the trick you can pull every battle. Bring a ranged weapon you're proficient with to shoot people from within so you don't waste your turn just sitting inside while iother casters in your party jump in and out and martials just shoot enemies from within like you but actually competently.
Quote from hollowtpm >>
You are not wrong, unfortunately, Leomund's Tiny Hut is an example of poor communication in the book, and you need to follow a trail of rules to get the full picture
MetagamingPigeon already pointed to this Sage Advice: https://www.sageadvice.eu/2017/01/24/does-leomunds-tiny-hut-have-a-floor/
Even though Sage Advice is not necessarily RAW, in this case, it is.
In the spell description header it states:
when you then look at the Range entry under Casting a Spell:
then the quote from Jeremy Crawford makes sense:
Unfortunately, this information is spread over a lot of pages, and you have to accommodate for the usage of 'dome' in the spell description being misleading.
But to be honest, all this rules lawyering and nit-picking is pointless in my opinion. No matter what the spell reads or is interpreted as, what the player is choosing it for is 'safe long rest'.
In my opinion, a DM should be very careful in how to respond to this spell. It is very hard to pull this spell off in combat, and it was not meant for that purpose. If you do not agree that this spell provides a safe long rest always, you need to talk to your players and let them know. Otherwise, they chose a spell for a purpose that it cannot fulfill.
And it doesn't matter if it has a floor or not, a DM will always have options to counter or subvert what the players do, so I only can plead for being fair to the players, and upfront about if you are going to allow this for a safe rest or not.
More Interesting Lock Picking Rules