This is probably answered on an old thread, but can any and all creatures medium or smaller enter a Tiny Hut? Does it matter if they’re a friend or foe?
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
So the idea is that you cast it around yourself, and up to 9 creatures of Medium size or smaller standing within the 10 foot radius. Those 9 creatures, plus yourself, can move into and out of the dome at will, as if it was not there. Other creatures and objects are incapable of passing through it.
But like, could an enemy enter the Tiny Hut? You see, what happened is a player in my campaign literally used Tiny Hut mid-battle, and all the other players hopped in. And now they’re taking a Long Rest in the middle of the battle. So I was wondering if the enemy could enter the Hut then. Is it 9 friendly creatures (i.e. party members, friendly NPCs, etc.), or is it 9 creatures in general, including monsters and non-friendly creatures (such as boss NPCs)?
Creatures are creatures, 10' radius is between 12 and 16 squares depending on how you do diagonals. If there ANY Large Creatures or MORE than NINE Creatures within those squares, the spell fails. If there are NINE or LESS medium or smaller sized Creatures on those squares, then ALL of them are inside the Tiny Hut. The EXCEPTION to this if APPROVED by the DM would be a Evoker with a modified use of the Sculpt Spell feature or similar use of the Sorcerer's Careful Spell Metamagic ability.
Creatures can be friendly, hostile, hidden, invisible, flying, party member, BBEG.
But like, could an enemy enter the Tiny Hut? You see, what happened is a player in my campaign literally used Tiny Hut mid-battle, and all the other players hopped in. And now they’re taking a Long Rest in the middle of the battle. So I was wondering if the enemy could enter the Hut then. Is it 9 friendly creatures (i.e. party members, friendly NPCs, etc.), or is it 9 creatures in general, including monsters and non-friendly creatures (such as boss NPCs)?
If somehow tiny hut was cast mid-battle, any creatures that were within the hut when it was cast (enemy OR ally) could enter/exit at will, and any creatures that were not within the hut (enemy or ally) would be unable to enter.
The casting would fail if more than 9 creatures were within the 10-foot radius of the caster, or if any of the creatures were Large. In addition, since it has a minute casting time, it would be pretty hard for a caster to cast this in combat; there's not many combats where a wizard can last for 10 rounds of spellcasting without the battle being over one way or the other...
Basically what others said. Enemies are not pushed out of the hut when it is cast. Allies that were outside the hut when it was cast can't enter. And casting it takes 10 rounds of combat.
Also, if your party is taking a long rest mid battle, your monsters can too. Hell, they can send for reinforcements and/or set traps if they are even a little smart. Hiding out and resting mid battle deserves punishment, not reward.
What everyone else has said, and especially what DxJxC said about resting mid-battle.
Either your group is playing by very loose homebrew (which is fine), or could benefit from taking some time to go over the basic rules of how a combat is organized. Taking a long rest is 8 hours, or 4,800 rounds of combat. Tiny Hut is also dispellable.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
This is probably answered on an old thread, but can any and all creatures medium or smaller enter a Tiny Hut? Does it matter if they’re a friend or foe?
From Tiny Hut:
So the idea is that you cast it around yourself, and up to 9 creatures of Medium size or smaller standing within the 10 foot radius. Those 9 creatures, plus yourself, can move into and out of the dome at will, as if it was not there. Other creatures and objects are incapable of passing through it.
What drag0n said, but let me point out that the caster isn't free to move in and out. As soon as the caster heads out, the spell ends.
But like, could an enemy enter the Tiny Hut? You see, what happened is a player in my campaign literally used Tiny Hut mid-battle, and all the other players hopped in. And now they’re taking a Long Rest in the middle of the battle. So I was wondering if the enemy could enter the Hut then. Is it 9 friendly creatures (i.e. party members, friendly NPCs, etc.), or is it 9 creatures in general, including monsters and non-friendly creatures (such as boss NPCs)?
Creatures are creatures, 10' radius is between 12 and 16 squares depending on how you do diagonals. If there ANY Large Creatures or MORE than NINE Creatures within those squares, the spell fails. If there are NINE or LESS medium or smaller sized Creatures on those squares, then ALL of them are inside the Tiny Hut. The EXCEPTION to this if APPROVED by the DM would be a Evoker with a modified use of the Sculpt Spell feature or similar use of the Sorcerer's Careful Spell Metamagic ability.
Creatures can be friendly, hostile, hidden, invisible, flying, party member, BBEG.
Also, the spell has a casting time of 1 minute... how did they manage to cast it mid-combat? 1 minute equates to 10 rounds of combat.
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If somehow tiny hut was cast mid-battle, any creatures that were within the hut when it was cast (enemy OR ally) could enter/exit at will, and any creatures that were not within the hut (enemy or ally) would be unable to enter.
The casting would fail if more than 9 creatures were within the 10-foot radius of the caster, or if any of the creatures were Large. In addition, since it has a minute casting time, it would be pretty hard for a caster to cast this in combat; there's not many combats where a wizard can last for 10 rounds of spellcasting without the battle being over one way or the other...
Basically what others said. Enemies are not pushed out of the hut when it is cast. Allies that were outside the hut when it was cast can't enter. And casting it takes 10 rounds of combat.
Also, if your party is taking a long rest mid battle, your monsters can too. Hell, they can send for reinforcements and/or set traps if they are even a little smart. Hiding out and resting mid battle deserves punishment, not reward.
What everyone else has said, and especially what DxJxC said about resting mid-battle.
Either your group is playing by very loose homebrew (which is fine), or could benefit from taking some time to go over the basic rules of how a combat is organized. Taking a long rest is 8 hours, or 4,800 rounds of combat. Tiny Hut is also dispellable.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Yes, it keeps out those not in it when cast.
Yes, the enemy can and will get prepared - including reinforcements.
And if you are high enough level to cast it, your enemy is VERY likely to go and get a huge amount of reinforcements, including one with Dispel Magic.
Only time this would not happen is if they are all creatures with 1 or lower intelligence.