I was leaning towards yes because while it isn't its own plane of existence; it does create its own atmosphere and prevents magic effects from extending in, but I've had the argument that you are still on the plane in the hut so it would not protect against it.
I just need a more opinions on the situation because I pertains to my current campaign.
It has also been said that Tiny Hut does not protect against a Dragon's Breath Weapon because the breath is neither an "object", nor a magical effect.
I would personally allow it to block falling rocks and discrete environmental debris, but I agree that a lava flow is more like "mobile terrain" than an "object". A player who can suspend themselves above the lava would be fine, since the spell would negate the radiating heat, but any player in contact with the lava flow would take appropriate damage.
I haven't played any Avernus content, but I suspect that the corrupting influence is omnipresent, so it doesn't need to "pass through" the Tiny Hut. It's just there.
Anything that is already within the area of the spell gets free reign.
He actually corrected himself about this, and his final explanation is not convincing, a hemisphere is a volume and has neither floors nor ceiling, and is the area affected by the spell, but the force is a dome, and a dome does not have a floor.
Tiny hut prevents effects from passing through the dome, but planar effects are not passing through the dome, they're going around the dome. In the case of descent into avernus, the corruption of the plane is not removed by raising the hut, so like anything that was already inside the hut when you cast it, it remains.
Ok sounds good. I had two characters fail the save at the end of the last session (both with high con save bonuses funnily enough) and I ruled them corrupted but just incase I ruled incorrectly I wanted to seek counsel before the next session.
If you want to give them a way to protect themselves at some point, then you might consider finding a way to use Rope Trick for 8 hours. Extradimensional spaces should be free from the influence.
Though, spells like Ceremony can also be used to help.
It's probably reasonable to treat it like corrupted ground, in which case four vials of holy water will cleanse the area. Hallow should also do the job but is likely to attract hostile attention.
The only problem with Hallow is that it is a 5th level spell and takes 24 hours to cast, so the OPs party probably can't cast it yet, and wouldn't be able to use it during travel.
Leomund's Tiny Hut does have a floor, according to Sage Advice. The spell range/area is a hemisphere, according to the book, but that's not reflected here on DnD Beyond so its hard to see what he is talking about.
The actual description says dome but you go by the spell range/area if given.
I was leaning towards yes because while it isn't its own plane of existence; it does create its own atmosphere and prevents magic effects from extending in, but I've had the argument that you are still on the plane in the hut so it would not protect against it.
I just need a more opinions on the situation because I pertains to my current campaign.
As pointed out by Lyxen, you should check with your DM first. That is always the best thing to do. If you are the DM and looking for input on how you should rule the spell..... I'll address a few things I see mentioned quite often, and how I rule them.
When it comes to "having a floor", I personally rule that it does. I recall the original spell having a floor (or being a sphere rather). The wording of the 5e spell leads me to think that it doesn't, however as pointed out by Sage Advice, Jeremy Crawford claims it does. I don't know about you, but Jeremy Crawford isn't running my game, and neither does Twitter. If they ever errata the books to include those tweets, then maybe I'll consider them.
The spell also states that creatures and items within the dome when cast can freely move through it. To me this was to allow your clothing and gear to move with you, not to allow you to shoot arrows out of it. I recall with fondness back n the early 90's DMs trying laughing their asses off as they rules "as you pass through all your clothing is ripped off and you are outside the dome naked".
Spells and magical effects can't pass through the dome. That's pretty clear. But a hops-fueled fart from a Hill Giant, Trog stench, and blazing heat from a forest fire sure as hell can. EDIT: The heat from the fire is my ruling that goes against the spell wording. Felt I should point that out.
So look at your Planar Effects, and decide for yourself.
Does tiny hut protect against planar effects?
I was leaning towards yes because while it isn't its own plane of existence; it does create its own atmosphere and prevents magic effects from extending in, but I've had the argument that you are still on the plane in the hut so it would not protect against it.
I just need a more opinions on the situation because I pertains to my current campaign.
Jeremy Crawford corrected himself to say that Tiny Hut does indeed have a floor by RAW.
It has also been said that Tiny Hut does not protect against a Dragon's Breath Weapon because the breath is neither an "object", nor a magical effect.
I would personally allow it to block falling rocks and discrete environmental debris, but I agree that a lava flow is more like "mobile terrain" than an "object". A player who can suspend themselves above the lava would be fine, since the spell would negate the radiating heat, but any player in contact with the lava flow would take appropriate damage.
Well specifically I'm talking about avernus and the chance of a character being corrupted to lawful evil during a long rest.
I haven't played any Avernus content, but I suspect that the corrupting influence is omnipresent, so it doesn't need to "pass through" the Tiny Hut. It's just there.
Anything that is already within the area of the spell gets free reign.
Do you have a link to the correction correction?
Tiny hut prevents effects from passing through the dome, but planar effects are not passing through the dome, they're going around the dome. In the case of descent into avernus, the corruption of the plane is not removed by raising the hut, so like anything that was already inside the hut when you cast it, it remains.
Ok sounds good. I had two characters fail the save at the end of the last session (both with high con save bonuses funnily enough) and I ruled them corrupted but just incase I ruled incorrectly I wanted to seek counsel before the next session.
If you want to give them a way to protect themselves at some point, then you might consider finding a way to use Rope Trick for 8 hours. Extradimensional spaces should be free from the influence.
Though, spells like Ceremony can also be used to help.
It's probably reasonable to treat it like corrupted ground, in which case four vials of holy water will cleanse the area. Hallow should also do the job but is likely to attract hostile attention.
The only problem with Hallow is that it is a 5th level spell and takes 24 hours to cast, so the OPs party probably can't cast it yet, and wouldn't be able to use it during travel.
Leomund's Tiny Hut does have a floor, according to Sage Advice. The spell range/area is a hemisphere, according to the book, but that's not reflected here on DnD Beyond so its hard to see what he is talking about.
The actual description says dome but you go by the spell range/area if given.
Yea they are currently lvl 7. So at best they have access to lvl 4 spells.
As pointed out by Lyxen, you should check with your DM first. That is always the best thing to do. If you are the DM and looking for input on how you should rule the spell..... I'll address a few things I see mentioned quite often, and how I rule them.
When it comes to "having a floor", I personally rule that it does. I recall the original spell having a floor (or being a sphere rather). The wording of the 5e spell leads me to think that it doesn't, however as pointed out by Sage Advice, Jeremy Crawford claims it does. I don't know about you, but Jeremy Crawford isn't running my game, and neither does Twitter. If they ever errata the books to include those tweets, then maybe I'll consider them.
The spell also states that creatures and items within the dome when cast can freely move through it. To me this was to allow your clothing and gear to move with you, not to allow you to shoot arrows out of it. I recall with fondness back n the early 90's DMs trying laughing their asses off as they rules "as you pass through all your clothing is ripped off and you are outside the dome naked".
Spells and magical effects can't pass through the dome. That's pretty clear. But a hops-fueled fart from a Hill Giant, Trog stench, and blazing heat from a forest fire sure as hell can.
EDIT: The heat from the fire is my ruling that goes against the spell wording. Felt I should point that out.
So look at your Planar Effects, and decide for yourself.
...cryptographic randomness!