A dragon's breath weapon is considered an object because its a spray of fire/lightning/acid..
...
Incorrect. It is not an “object” any more than sunlight is an object. It’s just another natural effect.
A spray of acid is a what now? Suppose I pour out a flask of acid or soak the surface of the dome with hard licquor and light it on fire, would those be natural effects as well, or is it the dragon part that makes them natural? That’d be remarkable, given that the MM explicity says they’re magical and that it’s their ‘innate power’ that fuels their breath weapons.
Dragon's breath isnt magical. Wizard's covered this point many times in the past. Nor does the MM STATE a dragon's breath is magical.
Yes, the “it’s magic, but it’s natural magic, so it doesn’t count as magic” distinction.
Again, where does it state a dragon's breath is magical? Nor does it refer to such as being natural magic.
A black dragon for example exhales acid. Acid is naturally forming. Any creature with a stomach could spray acid at you if they have the ability.
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.
Why are you all arguing about something completely irrelevant to the original question?
In any case, while it hasn't come up yet, I would probably just revert to a 3e Tiny Hut (which is only effective against weather) if someone decided they wanted to take the spell. As a wizard ritual spell (doesn't cost spell slots or count against memorized spells, just a bit of money) that's perfectly good.
So this post and some others prompted me to look into both the 3E and 1E versions of this spell (as well as the 3E spell, secure shelter, which appears to be partly folded into the 5E version of tiny hut). And just...wow. The 5E version is insanely overpowered, especially for a third level spell - and especially compared to the previous versions.
I know I'm still working through old school biases (I started playing D&D back in 1981, and was very much an old school style DM), but even for a version of the game that's generally tilted in favor of the player's success and survival, LTH feels egregious in how impervious it is.
It's good but I feel like there are still some downsides that would keep it from being OP.
If I'm not mistaken, an enemy with dispel magic could poof it away.
Someone spotting the dome could also gather reinforcements while you rest and you could still end up surrounded etc. I feel like there are ways to work around it if a party becomes overly reliant on it.
Someone spotting the dome could also gather reinforcements while you rest and you could still end up surrounded etc. I feel like there are ways to work around it if a party becomes overly reliant on it.
The problem becomes "Only an organized enemy force with spellcasters can do anything about it -- and if one of those finds a tiny hut they're probably going to bring enough artillery to straight-up TPK the party".
Someone spotting the dome could also gather reinforcements while you rest and you could still end up surrounded etc. I feel like there are ways to work around it if a party becomes overly reliant on it.
The problem becomes "Only an organized enemy force with spellcasters can do anything about it -- and if one of those finds a tiny hut they're probably going to bring enough artillery to straight-up TPK the party".
On the first point, dispel magic is certainly the easiest way to deal with it but far from the only way. While your random animalistic monsters might got bored and wander off if they find it, territorial creatures might keep an eye on this intrusion and potentially attack when it comes down. Or a goblin or kobold could find it and go get reinforcements. Or if your DM interprets dome as not having a bottom, someone could dig under it. You don't 'need' to have spell casters to have enemies set up a bad time for the party outside of it.
As for the other concern, it's not like the party is trapped inside the dome. If they spot a spy or something, or if they realize they're starting to get surrounded etc, they don't have to sit in the dome and wait until for the spell to end and await a tpk. And if the party doesn't set a watch because they're complacent, or just fail their perception checks to spot the spy that finds their camp etc, well those are things that could happen without using the dome anyway. The party could even decide instead of running to ambush whoever's setting up traps/forces around them before they can finish, as the dome is opaque from the outside, giving them a better view of their enemy, while the enemy can only guess at who/what is inside.
It's a potent spell but not without ways to combat it, and if a scout does spot it, the party doesn't have to just sit there and wait to be surrounded.
As for the other concern, it's not like the party is trapped inside the dome. If they spot a spy or something, or if they realize they're starting to get surrounded etc, they don't have to sit in the dome and wait until for the spell to end and await a tpk. And if the party doesn't set a watch because they're complacent, or just fail their perception checks to spot the spy that finds their camp etc, well those are things that could happen without using the dome anyway. The party could even decide instead of running to ambush whoever's setting up traps/forces around them before they can finish, as the dome is opaque from the outside, giving them a better view of their enemy, while the enemy can only guess at who/what is inside.
If it's night and the party has a majority of characters with darkvision, they can actually make it dark inside the hut and fire missile weapons out of it.
So it really does provide some major tactical advantages with few, if any, real downsides.
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Why are you all arguing about something completely irrelevant to the original question?
So this post and some others prompted me to look into both the 3E and 1E versions of this spell (as well as the 3E spell, secure shelter, which appears to be partly folded into the 5E version of tiny hut). And just...wow. The 5E version is insanely overpowered, especially for a third level spell - and especially compared to the previous versions.
I know I'm still working through old school biases (I started playing D&D back in 1981, and was very much an old school style DM), but even for a version of the game that's generally tilted in favor of the player's success and survival, LTH feels egregious in how impervious it is.
It's good but I feel like there are still some downsides that would keep it from being OP.
If I'm not mistaken, an enemy with dispel magic could poof it away.
Someone spotting the dome could also gather reinforcements while you rest and you could still end up surrounded etc. I feel like there are ways to work around it if a party becomes overly reliant on it.
The bad guys have 8 hours? to pile logs and kindling on top of the hut and soak it all down with oil. Then after its lit, keep feeding the fire.
Nonono pile rocks and boulders on it THEN do the fire thing.
If the party doesn't want to turn into pulled pork, they have to come out and deal with the bad guys.
"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
Have BBEG dig them up, ground and all and put them some place else.
Nothing says the hut can't be moved.
NM, it does say immobile.
Dig a pit under it. How deep can you make a pit in 8 hours? "Good Morning! AHHHHHHHHHHHH!"
"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
The problem becomes "Only an organized enemy force with spellcasters can do anything about it -- and if one of those finds a tiny hut they're probably going to bring enough artillery to straight-up TPK the party".
On the first point, dispel magic is certainly the easiest way to deal with it but far from the only way. While your random animalistic monsters might got bored and wander off if they find it, territorial creatures might keep an eye on this intrusion and potentially attack when it comes down. Or a goblin or kobold could find it and go get reinforcements. Or if your DM interprets dome as not having a bottom, someone could dig under it. You don't 'need' to have spell casters to have enemies set up a bad time for the party outside of it.
As for the other concern, it's not like the party is trapped inside the dome. If they spot a spy or something, or if they realize they're starting to get surrounded etc, they don't have to sit in the dome and wait until for the spell to end and await a tpk. And if the party doesn't set a watch because they're complacent, or just fail their perception checks to spot the spy that finds their camp etc, well those are things that could happen without using the dome anyway. The party could even decide instead of running to ambush whoever's setting up traps/forces around them before they can finish, as the dome is opaque from the outside, giving them a better view of their enemy, while the enemy can only guess at who/what is inside.
It's a potent spell but not without ways to combat it, and if a scout does spot it, the party doesn't have to just sit there and wait to be surrounded.
If it's night and the party has a majority of characters with darkvision, they can actually make it dark inside the hut and fire missile weapons out of it.
So it really does provide some major tactical advantages with few, if any, real downsides.