Tiny Hut will protect you from the Night Hag. It is explicitly a dome of magical force, and barriers of magical force block movement, even in the Ethereal plane. (DMG Chapter 2 ) Just make sure to check that the hag isn't present when you cast the spell, and the hag won't be able to touch you while you sleep.
Geez, talk about burying a rule. A rule that applies at level 5 hidden in planar travel rules usually irrelevant to parties below level 13...
You would think that tiny hut would have mentioned it like wall of force, or wall of force wouldn't mention it if it is already a general rule.
Tldr: Why is WotC so bad about keeping their rules consistent?
Force effects have always crossed into the ethereal in all editions of the game (if my old man memory serves me). 5e doesn't go out of its way to highlight this fact but it remains true.
Do you realize how low the percentage of players that played older editions is? No one should be expected to know rules for different games to play this one.
Well, it is the same game, just different editions of it. But, for them: Just read the DMG, Chapter 2: Creating a Multiverse, Border Ethereal. Where the rules for this can be found has been listed several times now.
No it is the same, series. If it were the same game, we could drop content from other editions in without having to change anything because the mechanics would be the same. Not even all of the lore from older editions make it in to new ones. It is as much the same game as breath of the wild and ocarina of time are the same game.
Its okay if you didn't know this has been the same game this whole time. Just different editions of it. It is sorta obvious, since they do call it 5th edition. But, still, okay not to know. Anyway, if you want instructions for converting a charactr from previous editions to the current one, they did in fact release this: https://media.wizards.com/2015/downloads/dnd/DnD_Conversions_1.0.pdf
But, no one is supposed to need to read the DMG. The PHB has all the rules for running the game (according to the DMG), and the DMG is only for creating and running the story (and also magic items, to actually give a reason to buy it). Magical force's influence on the ethereal plane is a game mechanic, not a story mechanic.
The DM should read the DMG. It isn't strictly required, since anything the DM decides is how the game works. So he can ignore anything or everything. From any source, or book. DMG included. But, even still, prospective DMs should probably try to get their hands on the DMG and skim it at a minimum. It has a TON of insights on the setting options available to you and tips and suggestions for running a game. And, I can assure you, despite your claim to the contrary, the DMG contains a ton of game mechanics sections. They're mostly geared towards running the game, though, and not information every player will need to know. The specific interaction of creatures and force effects on the Border ethereal plane certainly falls into this category.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Do you realize how low the percentage of players that played older editions is? No one should be expected to know rules for different games to play this one.
Also, in no prior edition of the game would tiny hut have been remotely useful in this situation, because in every prior edition of the game it didn't stop anything but bad weather.
I mean... it's your game. Here's the Doodad of Hamanama (do dooooo du do do), which can drag a creature from the ethereal plane and trap it in the material for some amount of time. It has charges or some cost to use. You can get it by doing something fun.
Also: see what they try and use that as inspiration for something else they could try or even *gasp* let "what they try" work.
Not sure what the problem is. Just because you wrote down "get attacked by Hags, no possible solution" doesn't mean you're bound by that. Make a fun game.
This would be my strategy. Certainly give the players a chance to try something with the tools they have, but this sounds like a great quest opportunity. You could:
Find an item or ritual that traps the hags on the material plane
Find an item or ritual that transports the party to the ethereal plane
Find an NPC that can get the party to the ethereal plane
Ally with someone else who can take care of the hags
Make a deal with the hags to leave you alone in exchange for something
Make some random stipulation like "Every full moon, the hags are bound to the material plane for 24 hours"
Endless opportunities here. Don't feel limited to PC options.
Ok thanks for all the advice. I will allow the players to propose their own solutions to the problem. Probably all of them will quickly fail, as they don't have access to the blink spell or something similar to help them. When, eventually, they reach the conclusion that they don't know what to do, they will ask help, and will be redirected to the city administration. The city is used to handling fiends, so they will offer them a to go to uncommon , well guarded, special place where you can switch between planes. They will be offered somo escort that will stay in the physical plane and guide them in the spectral plane to go back to the tavern and prepare an ambush in both planes.
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Its okay if you didn't know this has been the same game this whole time. Just different editions of it. It is sorta obvious, since they do call it 5th edition. But, still, okay not to know. Anyway, if you want instructions for converting a charactr from previous editions to the current one, they did in fact release this: https://media.wizards.com/2015/downloads/dnd/DnD_Conversions_1.0.pdf
The DM should read the DMG. It isn't strictly required, since anything the DM decides is how the game works. So he can ignore anything or everything. From any source, or book. DMG included. But, even still, prospective DMs should probably try to get their hands on the DMG and skim it at a minimum. It has a TON of insights on the setting options available to you and tips and suggestions for running a game. And, I can assure you, despite your claim to the contrary, the DMG contains a ton of game mechanics sections. They're mostly geared towards running the game, though, and not information every player will need to know. The specific interaction of creatures and force effects on the Border ethereal plane certainly falls into this category.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Also, in no prior edition of the game would tiny hut have been remotely useful in this situation, because in every prior edition of the game it didn't stop anything but bad weather.
This would be my strategy. Certainly give the players a chance to try something with the tools they have, but this sounds like a great quest opportunity. You could:
Endless opportunities here. Don't feel limited to PC options.
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
Ok thanks for all the advice.
I will allow the players to propose their own solutions to the problem. Probably all of them will quickly fail, as they don't have access to the blink spell or something similar to help them. When, eventually, they reach the conclusion that they don't know what to do, they will ask help, and will be redirected to the city administration. The city is used to handling fiends, so they will offer them a to go to uncommon , well guarded, special place where you can switch between planes. They will be offered somo escort that will stay in the physical plane and guide them in the spectral plane to go back to the tavern and prepare an ambush in both planes.