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D&D 5E Treantmonk's Guide to Wizards 5e

Kobold Boots

Banned
Banned
1.) You can't target the 10' space directly under the hut by spellcasting rules. You don't have line of effect (what with the dome being opaque and not letting spells pass through) unless the hut is on a pedestal.
2.) The spell takes a minute to cast. Even if you could cast there, the spellcaster would be plugged full of arrows before they finished casting.
3.) The dome still wouldn't fail. At most, the characters would just drop through the hut. But that's a somewhat dodgy interpretation, since the Earth Elemental wouldn't displace earth. How are you moving through the square if the portion that isn't blocked by Earth Elemental is filled with non-displaced earth? The Earth Elemental can't even create a Bugs Bunny-style hole.

But it can't enter the hut.

You are missing the point. However I'll reply anyway.

The person who had a tiny hut attached to a glyph of warding that was inscribed on a charm that could be smashed on the ground to activate tiny hut was breaking the rules far more directly than my counter example that had the conjure elemental to offset it. You may not have seen how I got involved in the thread, but read up and you'll note that glyphs of warding can't be used that way.

The spell states that you are targeting a 10' cube of earth that's "in range of the spell". I'm aware that LOS considerations and other things come into play with spells but one interpretation of the specifics of the spell could very well be that you don't need to have LOS on the 10' cube of earth under the hut because you have LOS on everything around it and it's in range of the spell. Certainly that's a far more agreeable argument than breaking both the "you can't move the glyph 10' from where it's transcribed in the first place OR even worse, putting a beneficial spell into a glyph to begin with.

Regardless, just cast it on the 10' cube directly outside the cube. First round the elemental uses earth glide to move down, next round he moves over, last round he moves up. At most it's three rounds to kill the hut. Earth glide doesn't displace earth so it's a function of just going through the motions.

Now to your direct points.

1. See above.
2. The caster would be riddled full of holes if the party knew he was casting - agreed.
3. According to the spell description for Tiny Hut the spell fails if a large sized creature is in the area. I don't judge that to mean at time of casting only.

Be well
KB
 

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I'm aware that LOS considerations and other things come into play with spells but one interpretation of the specifics of the spell could very well be that you don't need to have LOS on the 10' cube of earth under the hut because you have LOS on everything around it and it's in range of the spell.
That interpretation would allow spellcasters to target people with spells inside but at the edge of a Fog Cloud.

First round the elemental uses earth glide to move down, next round he moves over, last round he moves up.
How can he move up? Tiny Hut blocks him from entering it. The best he can do is ram up against the bottom.

If the Earth Elemental created an actual Bugs Bunny hole, you could say force of gravity made everyone drop through the hole it made once it withdrew -- though all that would do is cause people to break out the blankets and nets and boards the first time that happened. But Earth Glide doesn't displace earth.

According to the spell description for Tiny Hut the spell fails if a large sized creature is in the area. I don't judge that to mean at time of casting only.
Certainly. It's easy to come up with ways to violate that clause post-casting. Such as wildshape or Enlarge/Reduce. However, the Tiny Hut will prevent the Earth Elemental or any creature who wasn't at the casting from entering at all. The Earth Elemental rams up against the boundary because they can't enter. The spell is still intact because there was never a large creature inside of the hut. So how are they violating the size limitations of the hut if they can't enter its area?
 

I think I might know where the confusion from Leomund's Tiny Hut is coming from.
https://twitter.com/JeremyECrawford/status/823774362293542912?ref_src=twsrc^tfw

The spell creates a floor. I don't know why they used that 'dome' nomenclature, it just creates confusion since it's not defined in the game, unlike sphere -- and spheres in 5E have a floor.
A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover.
 

Gadget

Adventurer
That said, I would understand if players still said there was no way in hell their DM would let them do that. Aside from the concentration issues, it also allows people with sufficient downtime to recycle GP into spell slots. A few thousand, at most, gp and 3-7 days (depending on magic item distribution and player level) to get everyone Mind Blank and Aid? I'm confident that even many AL DMs will just go 'no'.

I'm curious how this is accomplished in a practical matter as you cannot move the rune more than 10' from where you cast it. That makes it pretty hard for the PCs to take advantage of it unless their home base is under attack or they have a 'defend from the ravening hordes' scenario with lots of prep time. Granted, those situations are not that unusual, but still. Now NPCs, on the other hand, could see tremendous benefits from having this in the lairs when the PCs come a-knock'in.
 

I'm curious how this is accomplished in a practical matter as you cannot move the rune more than 10' from where you cast it. That makes it pretty hard for the PCs to take advantage of it unless their home base is under attack or they have a 'defend from the ravening hordes' scenario with lots of prep time.
Glyph of Warding has an hour-long cast time. Assuming your party gets short rests, you can cast it while everyone else is resting. Once the rest is done: the fighter touches the Glyph and enjoys a Stoneskin you don't have to concentrate on. You can also use it a day in advance for some of the more long-lasting spells, such as Aid and Nondetection, to save on spell slots. If you really have money and downtime to burn, you can also use Demiplane to create a panic room with Glyphs of Warding attuned to specific buffs. Expect your DM to throw the dice at you if you use the spell in that way.
 

Gadget

Adventurer
Glyph of Warding has an hour-long cast time. Assuming your party gets short rests, you can cast it while everyone else is resting. Once the rest is done: the fighter touches the Glyph and enjoys a Stoneskin you don't have to concentrate on. You can also use it a day in advance for some of the more long-lasting spells, such as Aid and Nondetection, to save on spell slots. If you really have money and downtime to burn, you can also use Demiplane to create a panic room with Glyphs of Warding attuned to specific buffs. Expect your DM to throw the dice at you if you use the spell in that way.

I see. Very clever. I guess the only downside is that the caster is not benefiting from the short rest as they are casting the Glyph, and they are expending two fourth level spells (Stoneskin & upcast Glyph) to accomplish this. I really see the advantage of 'day before' prep though. Get that Mindblank or aid, etc. Though come to think of it, the Mindblank thing would be kind of hard to pull off, as you would have to have two 8th level spell slots to burn on it. That panic room idea is devious as can be. All you need is an 8th level spell slot and you can retreat and heal/buff up to come back loaded for bear in a few minutes. You sir, are evil. In a good way.
 


Arial Black

Adventurer
Even if the hut had no floor, if the hut were full of PCs then the earth elemental would not be able to enter the hut because creatures cannot move into an occupied space just by moving.

It might try to push, but it would have to push a PC upward. Is that doable?
 

Stalker0

Legend
I'm curious how this is accomplished in a practical matter as you cannot move the rune more than 10' from where you cast it. That makes it pretty hard for the PCs to take advantage of it unless their home base is under attack or they have a 'defend from the ravening hordes' scenario with lots of prep time. Granted, those situations are not that unusual, but still. Now NPCs, on the other hand, could see tremendous benefits from having this in the lairs when the PCs come a-knock'in.

It works with high level buff scry teleport as well. Buff up with glyphs than teleport in
 

Kobold Boots

Banned
Banned
I think I might know where the confusion from Leomund's Tiny Hut is coming from.
https://twitter.com/JeremyECrawford/status/823774362293542912?ref_src=twsrc^tfw

The spell creates a floor. I don't know why they used that 'dome' nomenclature, it just creates confusion since it's not defined in the game, unlike sphere -- and spheres in 5E have a floor.

Crawford's exact response: Leomund's tiny hut creates a dome, not a hemisphere. There's no floor. #DnD

The rest of the thread either says "Yay" or "Boo" with a lot of people saying "Boo".

But yes, no floor is what I was saying throughout. As far as traversing a non-existing floor, DM fiat as to whether or not that counts as going through the dome. End of day, if you're worried about LoS to the just create the elemental outside the dome and have it traverse under. It's not a hemisphere, so it can't be a sphere.

Thanks,
KB
 

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