I think rather than novel solutions (like stripping the spell from inventory), the right answer in this discussion is to actually let the spell be used as written
Well, I have issues with it even as written, but yeah, the OPs issue is solved by just using casting time correctly.
Sounds like Pantagruel666's Leomund's Tiny Hut Party Crasher should make an appearance in homebrew soon....
Nah, I'd just change the spell to work like the 3.5e spell.
I see, so metamagic it to a prior edition (that would be a cool metamagic option).
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Jander Sunstar is the thinking person's Drizzt, fight me.
Have enemies close in and surround the tiny hut and ready actions for when the PC's become visible. Throw in an enemy spellcaster or two with dispel magic and those tiny hut problems will disappear. And the enemies get to take their readied actions when the hut goes down, which will cause a lot of damage among the party.
4. Anything that can teleport using spells like Misty Step can get into the dome.
8. The bottom of the dome isn't sealed. If on loose earth or unworked stone an Earth Elemental or Xorn or anything with the similar Earth Glide or Burrowing Speeds can just go under the dome and spring up inside.
Great advice but these two are incorrect ;)
4. Misty step could work, but only if the hut is see-through... if they made it opaque it would not work.
4. Anything that can teleport using spells like Misty Step can get into the dome.
8. The bottom of the dome isn't sealed. If on loose earth or unworked stone an Earth Elemental or Xorn or anything with the similar Earth Glide or Burrowing Speeds can just go under the dome and spring up inside.
Great advice but these two are incorrect ;)
4. Misty step could work, but only if the hut is see-through... if they made it opaque it would not work.
Sorry for the necro... but it came up recently for me and I thought I'd point that out to avoid confusion. :)
I agree about Misty Step as I forgot the part where the dome is opaque from outside.
I don't agree with dome bit. Jeremy has been known to be wrong before and there are errors in the books, to this day. For example "scimitars" are listed as 'finesse' and light even though in real life no scimitar in history would be considered either of these: they're thick longswords. The designers were confusing scimitars with cutlasses. They also describe "lycanthropy" as something that can create weretigers and wererats even though lycanthropy means "wolf man" (and generically the term should be therianthropy: "beast men").
The spell describes the hut as "dome" (by definition domes are a type of ROOF and lack actual bases). The spell text specifically states "above and around you" not "beneath you". If it had a base going beneath you as well, it would not use "dome". It may have been their intent for it have a base - but they botched the spell description so it doesn't. You can play it how you want in your games, though, of course.
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The spell describes the hut as "dome" (by definition domes are a type of ROOF and lack actual bases). The spell text specifically states "above and around you" not "beneath you". If it had a base going beneath you as well, it would not use "dome". It may have been their intent for it have a base - but they botched the spell description so it doesn't. You can play it how you want in your games, though, of course.
The main text of the spell says "dome", however the range/area part of the spell says "hemisphere" - a notation that dndbeyond.com seems unable to reproduce when showing the spell.
It does say dome, however it also says hemisphere, if they hadn't added hemisphere I'd agree with you.
Definition of a Hemisphere
The word hemisphere can be split into hemi and sphere, where hemi means half and sphere is the 3D geometric shape that is used in math. Hence, a hemisphere is a 3D geometric shape that is half of a sphere with one side flat and the other side as a circular bowl
I don't agree with dome bit. Jeremy has been known to be wrong before and there are errors in the books, to this day. For example "scimitars" are listed as 'finesse' and light even though in real life no scimitar in history would be considered either of these: they're thick longswords. The designers were confusing scimitars with cutlasses. They also describe "lycanthropy" as something that can create weretigers and wererats even though lycanthropy means "wolf man" (and generically the term should be therianthropy: "beast men").
The spell describes the hut as "dome" (by definition domes are a type of ROOF and lack actual bases). The spell text specifically states "above and around you" not "beneath you". If it had a base going beneath you as well, it would not use "dome". It may have been their intent for it have a base - but they botched the spell description so it doesn't. You can play it how you want in your games, though, of course.
As to tiny hut, I used to think so too until someone pointed out they the description uses the word “dome,” but the “statblock” for the spell officially lists it as a hemisphere. Since “hemisphere” literally means “half of a sphere,” and since a sphere is an “enclosed 3D shape,” so is a “half sphere,” which means the ‘hut has a floor too.
As to the “scimitar,” I’m not sure where exactly you got your information, but you are misinformed. There is no specific sword known as a “scimitar.” That is a general catch-all term for a whole family of swords including sabers, messers, falchions, and an entire host of other swords. Many of them would use just as much “finesse” as most “shortswords*” would. While a Cutlass was specifically a particularly short, heavy bladed, curved weapon. Even shorter than most short-swords in fact, and particularly heavy for the length due to the more specialized roll for which it was designed, use on tall ships in the age of sail. On a relatively small vessel that relied on wind power and was surrounded by salt water all the time, unitaskers need to be worth their weight in potable fluids or they go overboard. But a multitasker only needs to be worth a portion of its weight in fresh water since it pulls more than its weight onboard. Cutlasses were multitaskers, and used as much as tools as weapons. They were particularly good for very quickly cutting through the thick hempen ropes used in rigging. Hatchets were also used, but since they had a much smaller cutting edge it was possible to miss the rope. In an emergency situation, missing the rope was not good. But a heavy, short-bladed, curved sword was less likely to miss, and more likely to save lives. Some emergencies were chopping through grapple lines during a boarding action from another ship. Others were if someone were pinned against a gunnel by rigging that was slowly cutting the person in half. If the wind suddenly filled a sail unexpectedly during some occasion when things hadn’t been secured properly, then the arms would act like a leaver, multiplying that force until nobody could have overcome it. Gotta cut the rope. Also, being as short as they were prevent cutlasses getting fouled in ships’ rigging during use. Also, since they were so short they could be heavier and still have good balance. So it was an excellent multitasker as it was well suited to shipboard melee combat as well. However, despite the weight, since the balance was so good it would still likely be considered a “finesse” weapon. While there were most certainly curved swords with mass, length, and grip versatility similar to longswords or greatswords, those don’t need to be included in 5e as individual weapons because they can use the exact same stats as a longsword or greatsword. Just as a Katana is also a type of Longsword. Just like a falchion, messer, saber, back sword, or cutlass would all use the same stats as a scimitar, or like a gladius, spada da lato (side-sword) or others would all use the stats for a shortsword.*
*(That is also not a specific weapon, but more of a descriptive term more correctly written as “short swords.”)
Jeremy Crawford has been known to be wrong, but he usually corrects himself, as he did in this case, originally he said it was a dome, then he said he needed to read his own book better and fixed it by saying it was a hemisphere. He as the lead rules designer when he said it... sure he can make mistakes but there's no one closer to an authority. That being said, it sounds like you just don't WANT to have it be a hemisphere and there's nothing wrong with you changing it for your games. But I'd suggest it's ok for the players to have a mostly safe spot to rest, by the time they get the hut (assuming they save the spell slot for it) they've earned a little rest. :) There's bigger challenges coming and there's still things that can get through the dome if need be.
Sorry, but I haven't read all the replies on this 2+ page discussion, but ...
Each round is 6 seconds. A player is not blinking out of LTH, striking and then blinking back into LTH. They have to be outside LTH for some duration that would almost certainly overlap with the initiative of the monsters. Surely the monsters can gather around the gap where the players enter and exit and force them to take attacks and opportunity attacks. I agree that this is abuse, but you have to shut it down with care.
But I agree with the earlier posted messages I read that the spell shouldn't even matter. Combat is usually over in three to five rounds. I actually record combat during my games because I play a bard and I want to write ballads about our heroic deeds.
The final possibility is to cast Dispel Magic during the casting time or Counterspell. Now their caster lost a spell slot and was useless in combat for how ever many rounds that played out. Casting a spell like Magic Missile may also cause a constitution save that interrupts the spell.
Also, at level 7 they can only cast LTH so many times. Unless they long rest immediately after each combat, making use of the LTH spell for its real purpose, they could have several encounters that eventually dry up the spell slots.
Another strategy could be to hit the party with some low level minions. Would the party LTH that? Then continue to have minions trickle in wearing down their resources. Then have a boss come in and have the minions pull back. They just wait for the LTH to end while amassing a special force of archers to deal damaged from readied attacks. There is more than one way to break an egg.
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The endless arguments about Tiny Hut amuse me. A dome and a hemisphere are two words for pretty much the same thing. If you take a ping-pong ball and you cut it in half, you have two halves of a sphere. By the definition, that's what a Hemisphere is. Is there a bottom to that half a ping-pong ball? Nope. It's a dome. There is one difference that I know between a "dome" and a "hemisphere" and that's when you are dealing with solid shapes. If you cut a sphere made of stone in half, sure enough, that has a bottom to it.
They use the word "dome" every time they discuss the shape of the Tiny Hut in the spell description. Why do they have the area shape symbol as a hemisphere? Because there isn't an official "dome" symbol and drawing one would be problematical. How do you draw it so the difference is evident? It's a pretty small symbol.
According to Wikipedia, the 5th Edition Dungeon Master's Guide was released on December 9, 2014. I don't know it there have been any changes since then. The current version continues to say dome, and have a hemisphere symbol, and just as I said, there isn't a sperate symbol for dome. It's safe to assume they aren't going to fix it, and they probably can't. They have to remain faithful to what was originally printed, and only Hasbro has the power to change things. D&D Beyond would need their permission to make changes and they have not been given it yet. Changes may be coming, but I'm not holding my breath.
A player is not blinking out of LTH, striking and then blinking back into LTH. They have to be outside LTH for some duration that would almost certainly overlap with the initiative of the monsters. Surely the monsters can gather around the gap where the players enter and exit and force them to take attacks and opportunity attacks. I agree that this is abuse, but you have to shut it down with care.
Actually the PC can move out of the dome, attack, and then move back inside the dome.
The PC can stay inside the dome and just swing their blade at someone standing within reach just outside the dome.
The PC can stay inside the dome and fire missile weapons or throw other stuff out of the dome at their enemy.
The PC can stay inside the dome and fire missile weapons or throw other stuff out of the dome at their enemy.
As long as they had the missiles inside when the spell was cast (incidentally, if enemies outside the spell scavenge the arrows they can fire them back in again...). In general you should interpret Tiny Hut as "the PCs only want to be attacked by forces strong enough to kill them all" (because if intelligent enemies find a Tiny Hut, they aren't going to assault it without overwhelming force that includes Dispel Magic).
You probably have a viable answer by now in the previous two pages, but I'll put my 2 CP in.
The spell requires a material component- a crystal bead. If you would have the enemy cast the shatter spell targeting the bead, it would break thus spoiling the spell.
I include the bold because in the spell description includes "A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area." If you, the DM, change this stipulation to include that "a single object may be targeted if it is worn or held" it will effectively shut this play down. Realize that this then becomes a "House rule" and everyone must play by this rule in the future. It may be worth it depending on how egregious the abuse was.
If Players call foul, remind them of D&D rule 1. If you decide to honor them with an explanation I suggest something like:
"Your reputation and tactics have become known to many on the dark side. They have adopted and adapted to those tactics. The opposition will use these tactics when they can and have developed countermeasures."
You probably have a viable answer by now in the previous two pages, but I'll put my 2 CP in.
The spell requires a material component- a crystal bead. If you would have the enemy cast the shatter spell targeting the bead, it would break thus spoiling the spell.
First of all, it's an inexpensive material component and thus can be replaced by a focus. Secondly, objects that are worn or carried are immune to Shatter.
How are your encounters lasting so long? In my experience most encounters only last 3-6 rounds. Also, they do have to concentrate while casting the spell, lose concentration on any other spells they might've had and can't take any other actions in the meantime, so simply damaging the caster a few times will likely cause them to lose the spell. Plus they should only have so many 3rd level slots to spend on this.
I have 7 players, so 70% of those 10 rounds are people who aren't going to attack the spellcaster. They are level 7, so this is a relatively new strategy, but its already getting old
I dunno, if my bad guys see a caster taking more than a turn, two max to cast a single spell one of them points it out to the others and since their smart enough to go “oh 💩,” they start attacking the caster. Just sayin.’
5d8 (half save) each turn they pop out of the hut to deal damage, and it is big enough to give heavy obscure 10 feet around the hut to protect the mobs. The movement of the cloud would be annoying to wrangle but since they'd have to step out of the cloud to see they can't cheese out of AOO's unless they guess the side the caster is on without dealing with being blinded. Ideally something like a few Mezzoloth so that there isn't a spot around the hut that isn't covered.
5d8 (half save) each turn they pop out of the hut to deal damage, and it is big enough to give heavy obscure 10 feet around the hut to protect the mobs. The movement of the cloud would be annoying to wrangle but since they'd have to step out of the cloud to see they can't cheese out of AOO's unless they guess the side the caster is on without dealing with being blinded.
Thing is, if you're going to be using spellcasters of a level able to cast this, they'd be better off just casting Dispel Magic on the hut instead.
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I see, so metamagic it to a prior edition (that would be a cool metamagic option).
Jander Sunstar is the thinking person's Drizzt, fight me.
Have enemies close in and surround the tiny hut and ready actions for when the PC's become visible. Throw in an enemy spellcaster or two with dispel magic and those tiny hut problems will disappear. And the enemies get to take their readied actions when the hut goes down, which will cause a lot of damage among the party.
Great advice but these two are incorrect ;)
4. Misty step could work, but only if the hut is see-through... if they made it opaque it would not work.
8. The bottom of the dome /IS/ sealed, at least according to jeremy crawford. :) https://twitter.com/JeremyECrawford/status/823774362293542912
Sorry for the necro... but it came up recently for me and I thought I'd point that out to avoid confusion. :)
I agree about Misty Step as I forgot the part where the dome is opaque from outside.
I don't agree with dome bit. Jeremy has been known to be wrong before and there are errors in the books, to this day. For example "scimitars" are listed as 'finesse' and light even though in real life no scimitar in history would be considered either of these: they're thick longswords. The designers were confusing scimitars with cutlasses. They also describe "lycanthropy" as something that can create weretigers and wererats even though lycanthropy means "wolf man" (and generically the term should be therianthropy: "beast men").
The spell describes the hut as "dome" (by definition domes are a type of ROOF and lack actual bases). The spell text specifically states "above and around you" not "beneath you". If it had a base going beneath you as well, it would not use "dome". It may have been their intent for it have a base - but they botched the spell description so it doesn't. You can play it how you want in your games, though, of course.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
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The main text of the spell says "dome", however the range/area part of the spell says "hemisphere" - a notation that dndbeyond.com seems unable to reproduce when showing the spell.
A hemisphere has a floor; a dome does not.
It does say dome, however it also says hemisphere, if they hadn't added hemisphere I'd agree with you.
As to tiny hut, I used to think so too until someone pointed out they the description uses the word “dome,” but the “statblock” for the spell officially lists it as a hemisphere. Since “hemisphere” literally means “half of a sphere,” and since a sphere is an “enclosed 3D shape,” so is a “half sphere,” which means the ‘hut has a floor too.
As to the “scimitar,” I’m not sure where exactly you got your information, but you are misinformed. There is no specific sword known as a “scimitar.” That is a general catch-all term for a whole family of swords including sabers, messers, falchions, and an entire host of other swords. Many of them would use just as much “finesse” as most “shortswords*” would. While a Cutlass was specifically a particularly short, heavy bladed, curved weapon. Even shorter than most short-swords in fact, and particularly heavy for the length due to the more specialized roll for which it was designed, use on tall ships in the age of sail. On a relatively small vessel that relied on wind power and was surrounded by salt water all the time, unitaskers need to be worth their weight in potable fluids or they go overboard. But a multitasker only needs to be worth a portion of its weight in fresh water since it pulls more than its weight onboard.
Cutlasses were multitaskers, and used as much as tools as weapons. They were particularly good for very quickly cutting through the thick hempen ropes used in rigging. Hatchets were also used, but since they had a much smaller cutting edge it was possible to miss the rope. In an emergency situation, missing the rope was not good. But a heavy, short-bladed, curved sword was less likely to miss, and more likely to save lives. Some emergencies were chopping through grapple lines during a boarding action from another ship. Others were if someone were pinned against a gunnel by rigging that was slowly cutting the person in half. If the wind suddenly filled a sail unexpectedly during some occasion when things hadn’t been secured properly, then the arms would act like a leaver, multiplying that force until nobody could have overcome it. Gotta cut the rope. Also, being as short as they were prevent cutlasses getting fouled in ships’ rigging during use. Also, since they were so short they could be heavier and still have good balance. So it was an excellent multitasker as it was well suited to shipboard melee combat as well. However, despite the weight, since the balance was so good it would still likely be considered a “finesse” weapon.
While there were most certainly curved swords with mass, length, and grip versatility similar to longswords or greatswords, those don’t need to be included in 5e as individual weapons because they can use the exact same stats as a longsword or greatsword. Just as a Katana is also a type of Longsword. Just like a falchion, messer, saber, back sword, or cutlass would all use the same stats as a scimitar, or like a gladius, spada da lato (side-sword) or others would all use the stats for a shortsword.*
*(That is also not a specific weapon, but more of a descriptive term more correctly written as “short swords.”)
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Jeremy Crawford has been known to be wrong, but he usually corrects himself, as he did in this case, originally he said it was a dome, then he said he needed to read his own book better and fixed it by saying it was a hemisphere. He as the lead rules designer when he said it... sure he can make mistakes but there's no one closer to an authority. That being said, it sounds like you just don't WANT to have it be a hemisphere and there's nothing wrong with you changing it for your games. But I'd suggest it's ok for the players to have a mostly safe spot to rest, by the time they get the hut (assuming they save the spell slot for it) they've earned a little rest. :) There's bigger challenges coming and there's still things that can get through the dome if need be.
Sorry, but I haven't read all the replies on this 2+ page discussion, but ...
Each round is 6 seconds. A player is not blinking out of LTH, striking and then blinking back into LTH. They have to be outside LTH for some duration that would almost certainly overlap with the initiative of the monsters. Surely the monsters can gather around the gap where the players enter and exit and force them to take attacks and opportunity attacks. I agree that this is abuse, but you have to shut it down with care.
But I agree with the earlier posted messages I read that the spell shouldn't even matter. Combat is usually over in three to five rounds. I actually record combat during my games because I play a bard and I want to write ballads about our heroic deeds.
The final possibility is to cast Dispel Magic during the casting time or Counterspell. Now their caster lost a spell slot and was useless in combat for how ever many rounds that played out. Casting a spell like Magic Missile may also cause a constitution save that interrupts the spell.
Also, at level 7 they can only cast LTH so many times. Unless they long rest immediately after each combat, making use of the LTH spell for its real purpose, they could have several encounters that eventually dry up the spell slots.
Another strategy could be to hit the party with some low level minions. Would the party LTH that? Then continue to have minions trickle in wearing down their resources. Then have a boss come in and have the minions pull back. They just wait for the LTH to end while amassing a special force of archers to deal damaged from readied attacks. There is more than one way to break an egg.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
The endless arguments about Tiny Hut amuse me. A dome and a hemisphere are two words for pretty much the same thing. If you take a ping-pong ball and you cut it in half, you have two halves of a sphere. By the definition, that's what a Hemisphere is. Is there a bottom to that half a ping-pong ball? Nope. It's a dome. There is one difference that I know between a "dome" and a "hemisphere" and that's when you are dealing with solid shapes. If you cut a sphere made of stone in half, sure enough, that has a bottom to it.
They use the word "dome" every time they discuss the shape of the Tiny Hut in the spell description. Why do they have the area shape symbol as a hemisphere? Because there isn't an official "dome" symbol and drawing one would be problematical. How do you draw it so the difference is evident? It's a pretty small symbol.
According to Wikipedia, the 5th Edition Dungeon Master's Guide was released on December 9, 2014. I don't know it there have been any changes since then. The current version continues to say dome, and have a hemisphere symbol, and just as I said, there isn't a sperate symbol for dome. It's safe to assume they aren't going to fix it, and they probably can't. They have to remain faithful to what was originally printed, and only Hasbro has the power to change things. D&D Beyond would need their permission to make changes and they have not been given it yet. Changes may be coming, but I'm not holding my breath.
<Insert clever signature here>
Actually the PC can move out of the dome, attack, and then move back inside the dome.
The PC can stay inside the dome and just swing their blade at someone standing within reach just outside the dome.
The PC can stay inside the dome and fire missile weapons or throw other stuff out of the dome at their enemy.
As long as they had the missiles inside when the spell was cast (incidentally, if enemies outside the spell scavenge the arrows they can fire them back in again...). In general you should interpret Tiny Hut as "the PCs only want to be attacked by forces strong enough to kill them all" (because if intelligent enemies find a Tiny Hut, they aren't going to assault it without overwhelming force that includes Dispel Magic).
Option 1:
1. Enemy magic users cast the spell grease on the area on/around the hut.
2. Players fall over in the grease when they try to step out of the hut.
3. Light the grease on fire.
Option 2:
Homebrew monsters with judicious use of antimagic fields. Can't hide in the hut if it poofs out of existence.
You probably have a viable answer by now in the previous two pages, but I'll put my 2 CP in.
The spell requires a material component- a crystal bead. If you would have the enemy cast the shatter spell targeting the bead, it would break thus spoiling the spell.
I include the bold because in the spell description includes "A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area." If you, the DM, change this stipulation to include that "a single object may be targeted if it is worn or held" it will effectively shut this play down. Realize that this then becomes a "House rule" and everyone must play by this rule in the future. It may be worth it depending on how egregious the abuse was.
If Players call foul, remind them of D&D rule 1. If you decide to honor them with an explanation I suggest something like:
"Your reputation and tactics have become known to many on the dark side. They have adopted and adapted to those tactics. The opposition will use these tactics when they can and have developed countermeasures."
Just a thought.
First of all, it's an inexpensive material component and thus can be replaced by a focus. Secondly, objects that are worn or carried are immune to Shatter.
Spam cloudkill.
And that is going to do what exactly?
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I dunno, if my bad guys see a caster taking more than a turn, two max to cast a single spell one of them points it out to the others and since their smart enough to go “oh 💩,” they start attacking the caster. Just sayin.’
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5d8 (half save) each turn they pop out of the hut to deal damage, and it is big enough to give heavy obscure 10 feet around the hut to protect the mobs. The movement of the cloud would be annoying to wrangle but since they'd have to step out of the cloud to see they can't cheese out of AOO's unless they guess the side the caster is on without dealing with being blinded. Ideally something like a few Mezzoloth so that there isn't a spot around the hut that isn't covered.
Thing is, if you're going to be using spellcasters of a level able to cast this, they'd be better off just casting Dispel Magic on the hut instead.
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