"Spells and other magical effects can’t extend through the dome or be cast through it."
if you see a way that teleporting into an area does not count as either extending the spells effect through the dome or casting thru it - then you have a different dictionary than i do.
Which is fine for your games.
i see no reason for this to be the case by RAW or by the way things tend to work in the game system.
Well, RAW doesn't cover what the word THROUGH specifically means. I just don't interpret teleport as going
through the barrier. When you teleport, you just appear inside. The same way it's perfectly legal by RAW to teleport into a cave. You don't actually go
through the rock, like passwall. And by RAW spells like fireball and magic missile still can't pass through the cave wall or spells like Fog Cloud can't extend through the wall.
Once again, I'm not saying you're wrong, it's just different interpretations. The spell has been around, unchanged, since 2e and to me it's, basically, a magical dome tent. A better dome tent in that it acts as a two-way mirror and has awesome camouflage and can fit lots of people - but still, a tent. In the previous iterations, a 50mph wind could knock it down - and it was 3rd level. edit: and it still is
It's had a serious boost in power in 5e but I just don't see any reason to give it attributes that a sturdy tent or 'Hut' wouldn't have - like blocking magical travel. Private Sanctum specifically says '
nothing can teleport into or out of the warded area.' and '
Sensors created by divinations spells can't appear inside the area or pass through the barrier at its perimeter' You'd think that, if Tiny Hut prevented these things, it would have the same description. It only says '
can't extend into it or be cast through it.' It doesn't say it prevents things from appearing inside the way Private Sanctum does...and you'd think the 4th level spell would be better than the [-]2nd[/-] 3rd level spell.
I suppose it's not any better or worse than rope trick( other than the annoying climbing the rope and the duration) but I can't think of any other spells that are [-]2nd[/-] 3rd level that can:
1. prevent scrying (Private Sanctum(4th), Mind Blank(8), Non-detection(3) and;
2. prevent physical movement through (force cage 7th), Wall of force (5th), any of the Wall spells - except all these don't allow ally movement like Tiny hut does and;
3. Prevent extra dimensional travel (Forbiddence 6th, Private Sanctum 4th, Hallow 5th, Force cage(7th - on a failed save only) And you'll still die of exposure inside the area of these spells.
So, yeah, that's just my reasoning for not giving a magical tent that much power.
Edit: I keep saying it's 2nd but it's actually 3rd. My mistake.