Pallidore
Explorer
I've read all the threads here on Leomund's Tiny Hut, plus all the ones I could find in internet-land. I share the frequent displeasure with 5E's rendition (and "clarifications") of LTH, and I'm not crazy about Level Up's fix of it. However, I also don't think any version has really been both balanced AND stayed consistent with force effects.
Assumptions and Justifications:
Force barriers should consistently be that, barriers, with the (permeable) exceptions minimized so as to reduce and largely eliminate having to remember what can and cannot get through (and how) in either direction. However, the strengths of those barriers can and should vary to the power level of the corresponding spell. Tiny Hut, because it’s bottom of the rung (well, aside from Shield), should be consistent with how new players conceive of a force field, but neither a complete one (no floor and not into the ethereal), nor a strong one (can be brought down).
Tiny Hut, as a third level spell, should keep its theme and intent of being a quick and expedient shelter from the elements, but should be appropriately re-designed to diminish appeal for potential abuse. With that, suitable facets from previous editions should also be incorporated. Given also that it is a ritual with a presently close-to-zero resource cost, a slightly valuable material component should be added, as well as restrict the number of ritual uses per day. This may make it somewhat less of an automatic and perhaps a little more of “the ranger thinks it’s going to rain; can we get the hut, wiz?” Hopefully there will also be less chance of the spell contributing to “15-minute adventuring days.” This latter is so serious a consideration, one could envision the material component being 25 gp or more instead (in Level Up, the material component is 200 gp—probably took high levels into account—so it’s not clear what the “sweet spot” is, especially given that Level Up’s version is rather porous).
The hut should be protective, but far from impregnable. At the same time, many, perhaps even most, creatures encountering it are not going to automatically try to bash it down, dig under it, etc. If you can’t see (it’s been less than clear about the other senses) much about it, what would be the motivation?
The caster should be able to leave it to attend to nearby matters (including hygiene) outside the hut, as 8 hours is not a short period.
Although normal conditions inside will PROBABLY be comfortable, warm, and dry, there is no guarantee, as ground snow, groundwater, geothermic heat, elevation, angle, etc. could change interior conditions, perhaps considerably. The wizard or bard might want the druid or ranger's (or at least someone with the Outlander background's) advice before deciding on where to cast it...
Alright, below is a draft rendition. I am actually REQUESTING the members of the community to maul it, poke holes in it, tell all the problems with it, etc., so I can improve on it or at least further clarify my thinking. One of my (wizard) players is awaiting my decision on what Tiny Hut is going to look like in the campaign-world...
Tiny Hut
3rd-level evocation (ritual)
Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (small, crystal bead with a golden “L” overlaid on it, worth 10 gp, which the spell consumes)
Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. Whatever floor or ground there is below the dome is without force. The spell ends if you travel more than 60 feet from its center point.
No furnishings are created by the spell. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails on casting if there is an obstruction that the DM determines would significantly hinder its full dome shape, or if its area includes a larger creature or more than nine creatures. Creatures within the dome when you cast this spell can move through it freely, but objects may do so only if attended by one of those creatures. All other creatures and objects are barred from passing through it. Attacks, spells, and other magical effects can’t extend through the dome, be cast through it, or, if even a single part of the creature remains in the dome, be conducted out of it.
The hut provides protection against the elements—such as rain, snow, dust, and sandstorms—and is immune to those. The hut also withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The hut otherwise has an AC of 9 and 50 total hp vs. any attacks that would seek to penetrate it or harm it, but is immune to necrotic, psychic, or poison damage. Hit point damage from a single attack that equals or exceeds the remaining hit points of the hut destroys the hut and ends the spell (any excess damage from that attack is lost). If something that is not a weather element, creature, or object, and incapable of inflicting physical damage on the hut (e.g., gas or smoke), comes in contact with it, the hut uses your choice of INT or CHA save vs. DC 12 to attempt to keep it out. Creatures first noticing and then encountering the dome at closer range make DC 12 Perception checks to detect smells or sounds from within.
As long as occupants inside the hut do not do anything that might alter it, or ground/floor conditions do not affect it, the temperature inside the hut is 70° F, with average humidity, if the exterior temperature is between 0° and 100°. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. The hut does not extend into the Ethereal Plane.
This spell can be ritually cast by you only once per 24-hour period.
Assumptions and Justifications:
Force barriers should consistently be that, barriers, with the (permeable) exceptions minimized so as to reduce and largely eliminate having to remember what can and cannot get through (and how) in either direction. However, the strengths of those barriers can and should vary to the power level of the corresponding spell. Tiny Hut, because it’s bottom of the rung (well, aside from Shield), should be consistent with how new players conceive of a force field, but neither a complete one (no floor and not into the ethereal), nor a strong one (can be brought down).
Tiny Hut, as a third level spell, should keep its theme and intent of being a quick and expedient shelter from the elements, but should be appropriately re-designed to diminish appeal for potential abuse. With that, suitable facets from previous editions should also be incorporated. Given also that it is a ritual with a presently close-to-zero resource cost, a slightly valuable material component should be added, as well as restrict the number of ritual uses per day. This may make it somewhat less of an automatic and perhaps a little more of “the ranger thinks it’s going to rain; can we get the hut, wiz?” Hopefully there will also be less chance of the spell contributing to “15-minute adventuring days.” This latter is so serious a consideration, one could envision the material component being 25 gp or more instead (in Level Up, the material component is 200 gp—probably took high levels into account—so it’s not clear what the “sweet spot” is, especially given that Level Up’s version is rather porous).
The hut should be protective, but far from impregnable. At the same time, many, perhaps even most, creatures encountering it are not going to automatically try to bash it down, dig under it, etc. If you can’t see (it’s been less than clear about the other senses) much about it, what would be the motivation?
The caster should be able to leave it to attend to nearby matters (including hygiene) outside the hut, as 8 hours is not a short period.
Although normal conditions inside will PROBABLY be comfortable, warm, and dry, there is no guarantee, as ground snow, groundwater, geothermic heat, elevation, angle, etc. could change interior conditions, perhaps considerably. The wizard or bard might want the druid or ranger's (or at least someone with the Outlander background's) advice before deciding on where to cast it...
Alright, below is a draft rendition. I am actually REQUESTING the members of the community to maul it, poke holes in it, tell all the problems with it, etc., so I can improve on it or at least further clarify my thinking. One of my (wizard) players is awaiting my decision on what Tiny Hut is going to look like in the campaign-world...
Tiny Hut
3rd-level evocation (ritual)
Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (small, crystal bead with a golden “L” overlaid on it, worth 10 gp, which the spell consumes)
Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. Whatever floor or ground there is below the dome is without force. The spell ends if you travel more than 60 feet from its center point.
No furnishings are created by the spell. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails on casting if there is an obstruction that the DM determines would significantly hinder its full dome shape, or if its area includes a larger creature or more than nine creatures. Creatures within the dome when you cast this spell can move through it freely, but objects may do so only if attended by one of those creatures. All other creatures and objects are barred from passing through it. Attacks, spells, and other magical effects can’t extend through the dome, be cast through it, or, if even a single part of the creature remains in the dome, be conducted out of it.
The hut provides protection against the elements—such as rain, snow, dust, and sandstorms—and is immune to those. The hut also withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The hut otherwise has an AC of 9 and 50 total hp vs. any attacks that would seek to penetrate it or harm it, but is immune to necrotic, psychic, or poison damage. Hit point damage from a single attack that equals or exceeds the remaining hit points of the hut destroys the hut and ends the spell (any excess damage from that attack is lost). If something that is not a weather element, creature, or object, and incapable of inflicting physical damage on the hut (e.g., gas or smoke), comes in contact with it, the hut uses your choice of INT or CHA save vs. DC 12 to attempt to keep it out. Creatures first noticing and then encountering the dome at closer range make DC 12 Perception checks to detect smells or sounds from within.
As long as occupants inside the hut do not do anything that might alter it, or ground/floor conditions do not affect it, the temperature inside the hut is 70° F, with average humidity, if the exterior temperature is between 0° and 100°. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. The hut does not extend into the Ethereal Plane.
This spell can be ritually cast by you only once per 24-hour period.