oof, you know so SO little of how the rules are written, i.e. LTH specifically says "magical effects" can't get into it, and teleportation is specifically defined as a magical effect, [insult removed].
The text is a spell "passing through" the barrier gets blocked. It doesn't say "magical effects can't get into it", it says only they cannot "pass through" the barrier, which is a different thing.
Teleportation doesn't pass through anything.
Even if you wish to argue based on spell range that would only apply to range (which I disagree with entirely). A teleport spell with target of "self" has no range beyond yourself.
If you had a means of seeing through the barrier that wasn't a magical effect you could combine with such a spell to teleport inside. For example summoning a familiar from a previously cast Find Familiar doesn't requires sight and isn't a magical effect of range -- they literally pop into the plane where you choose within 30 ft of you. It's not an effect of an ongoing spell because Find Familiar is an instantaneous spell - it grants the familiar and abilities and it ends. This is why you cannot Dispel a familiar. The ability of dismissing and summoning the familiar is a non-spell power you have been granted, but not actively described as magical.
Summon an innocuous familiar inside, see through it's eyes and Misty Step inside.
Then there's a Gate spell. The range of the Gate spell is only for your side of the Gate, the other side can be literally any other plane of existence and you can specify the precise location, an again it doesn't pass through barriers, it just suddenly exists.. So, if you hop into a different plane you can certainly Gate into the Tiny Hut.
Entirely pointless to bother with all that when you can just Dispel the hut, Point is the RAW is not clear and open too many varied interpretations. What is clear is the Intent and the intent is Tiny Hut is not so infallible and would not be intended to block teleportation as this would severely undermine multiple higher level spells that specifically block teleportation as a main purpose.
Also, let devolve into irrelevant name-calling, It doesn't help your argument any and actually diminishes it. Also because it's literally against site rules.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
The problem there is that you still have to obey the line of sight rules. Since Leomond's Tiny Hut is opaque, you can't cause any sort of effect to occur inside it from outside.
Rollback Post to RevisionRollBack
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.
The problem there is that you still have to obey the line of sight rules. Since Leomond's Tiny Hut is opaque, you can't cause any sort of effect to occur inside it from outside.
May want to read my post again. That problem was covered.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Summoning a familiar still requires Line of Sight.
No. It doesn't.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
Sight is not mentioned.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Yeah, because 5th Edition rules work under the assumption that you have to follow the general rule unless the specific situation says that it doesn't. Find Familiar's description says absolutely nothing about it not requiring Line of Sight, so by default it does.
Rollback Post to RevisionRollBack
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.
Yeah, because 5th Edition rules work under the assumption that you have to follow the general rule unless the specific situation says that it doesn't. Find Familiar's description says absolutely nothing about it not requiring Line of Sight, so by default it does.
No, things only do what they say. There is no general rule that everything requires line of sight.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Worth noting you can give a concentration spell to your familiar (let's say it's a crow), have it drop a concentration spell and then fly way up in air or out of sight where it can't be touched.
The best use is glyphing the cast of the bead during downtime. What is better than a bead? A glyph that produces a bead a spell you want, such as a glyph that produces a con. Spell without con..
Yeah, because 5th Edition rules work under the assumption that you have to follow the general rule unless the specific situation says that it doesn't. Find Familiar's description says absolutely nothing about it not requiring Line of Sight, so by default it does.
That would be true IF Line of Sight is a general rule. It is not, you are wrong. Read Teleport. It specifically mentions that to teleport an object no one is carrying you have to see it, but does NOT mention that you can teleport to places that are not in line of sight.
QED, the general rule is that by default spells do NOT require Line of sight. Only spells that mention line of sight require it.
Leomunds tiny hut specifies it stays as long as your inside the second the caster steps outside it dispels
This thread is over a year old but I will answer you anyway.
While you are correct some parties will try to chees it by the Wizard just sticking their head or hand out in order to cast the spell and claim they remain inside the hut while able to take part in combat.
Even if that is not allowed so the wizard has to just stay in the hut against an enemy without magic (or with the wrong type of magic so they can not either telepoty in or dispel the combat becomes trivial if the party would not be enormously overpowered without the hut.
If the enemy holds a levelled spell (they can just stay in the hut and let the slot fizzle, if the DM says they can not identify whether the spell is a cantip or not only coming out every few rounds should trip them up
At the party will be coming out one at a time any AOE attacks will only affect one creature
The enemy with multi attack can only do so on its turn they can not ready a multiattack only a single attack
Unless the enemy has a large enough reach to cover the whole hut it will only be able to make ranged attacks as the parrty members will leave the hut outside the enemies reach.
The caster will not be useless there will be able to cast a buff spell on the party as they will be safe from losing concentration haste might be a very good option, alternativly they could cast a debuff in round 1 and then have their familiar use the bead to cast tiny hut.
and that is just what came off the top of my head.
If arcane abayance was limited to spells with a casting time of one action it would probably be the most powerful wizard subclass feature in the game (as with a familiar it allows the casting of two levvelled spells in a round and one of those to be saf from concentration after it the familiar cas been dismissed into a pocket plane. Being able to spells in combat that were designed to be unusable in combat breaks the game.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
The text is a spell "passing through" the barrier gets blocked. It doesn't say "magical effects can't get into it", it says only they cannot "pass through" the barrier, which is a different thing.
Teleportation doesn't pass through anything.
Even if you wish to argue based on spell range that would only apply to range (which I disagree with entirely). A teleport spell with target of "self" has no range beyond yourself.
If you had a means of seeing through the barrier that wasn't a magical effect you could combine with such a spell to teleport inside. For example summoning a familiar from a previously cast Find Familiar doesn't requires sight and isn't a magical effect of range -- they literally pop into the plane where you choose within 30 ft of you. It's not an effect of an ongoing spell because Find Familiar is an instantaneous spell - it grants the familiar and abilities and it ends. This is why you cannot Dispel a familiar. The ability of dismissing and summoning the familiar is a non-spell power you have been granted, but not actively described as magical.
Summon an innocuous familiar inside, see through it's eyes and Misty Step inside.
Then there's a Gate spell. The range of the Gate spell is only for your side of the Gate, the other side can be literally any other plane of existence and you can specify the precise location, an again it doesn't pass through barriers, it just suddenly exists.. So, if you hop into a different plane you can certainly Gate into the Tiny Hut.
Entirely pointless to bother with all that when you can just Dispel the hut, Point is the RAW is not clear and open too many varied interpretations. What is clear is the Intent and the intent is Tiny Hut is not so infallible and would not be intended to block teleportation as this would severely undermine multiple higher level spells that specifically block teleportation as a main purpose.
Also, let devolve into irrelevant name-calling, It doesn't help your argument any and actually diminishes it. Also because it's literally against site rules.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
The problem there is that you still have to obey the line of sight rules. Since Leomond's Tiny Hut is opaque, you can't cause any sort of effect to occur inside it from outside.
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.
May want to read my post again. That problem was covered.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Summoning a familiar still requires Line of Sight.
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.
No. It doesn't.
Sight is not mentioned.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Yeah, because 5th Edition rules work under the assumption that you have to follow the general rule unless the specific situation says that it doesn't. Find Familiar's description says absolutely nothing about it not requiring Line of Sight, so by default it does.
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.
No, things only do what they say. There is no general rule that everything requires line of sight.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Worth noting you can give a concentration spell to your familiar (let's say it's a crow), have it drop a concentration spell and then fly way up in air or out of sight where it can't be touched.
The best use is glyphing the cast of the bead during downtime. What is better than a bead? A glyph that produces a bead a spell you want, such as a glyph that produces a con. Spell without con..
pretty sure the second the wizard leaves the dome it disappears " The spell ends if you leave its area."
That would be true IF Line of Sight is a general rule. It is not, you are wrong. Read Teleport. It specifically mentions that to teleport an object no one is carrying you have to see it, but does NOT mention that you can teleport to places that are not in line of sight.
QED, the general rule is that by default spells do NOT require Line of sight. Only spells that mention line of sight require it.
You cannot teleport through tiny hut. That's been covered.
Leomunds tiny hut specifies it stays as long as your inside the second the caster steps outside it dispels
This thread is over a year old but I will answer you anyway.
While you are correct some parties will try to chees it by the Wizard just sticking their head or hand out in order to cast the spell and claim they remain inside the hut while able to take part in combat.
Even if that is not allowed so the wizard has to just stay in the hut against an enemy without magic (or with the wrong type of magic so they can not either telepoty in or dispel the combat becomes trivial if the party would not be enormously overpowered without the hut.
and that is just what came off the top of my head.
If arcane abayance was limited to spells with a casting time of one action it would probably be the most powerful wizard subclass feature in the game (as with a familiar it allows the casting of two levvelled spells in a round and one of those to be saf from concentration after it the familiar cas been dismissed into a pocket plane. Being able to spells in combat that were designed to be unusable in combat breaks the game.