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D&D 5E Countering Rest Spells (Tiny Hut, Rope Trick, et al)

Even when you get interrupted, you lost nothing as the ritual hut is free.

10 Minutes is also not that long. 1/6 of a short rest.
Wrong, It's an encounter. Every time you get interrupted you lose hitpoints and spellslots used for combat. And it's not a once-a-try interruption. Once you're caught trying to cast, one member of patrol is going to get reinforcement that arrive BEFORE you can retry.

Also 10 mimutes is, once again, 3000 ft worth of movement for each creature in the dungeon giving patrol plenty of time to wander into the caster, who can't be in stealth since they are casting with a verbal component.
 

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You don't need hallways to control an area with a hut. They don't have to be casted in the middle of a room but can also be right in front a door.
And if walls are that easy to be knocked down its another thing the PCs can exploit. If not then it will take a while until they are through. Enough time for the PCs to deal with the split forces and wait for the others to arrive (Or they put another hut right were they try to bring down the wall).
Even if there is a way around it, it gives the PCs a shortcut and forces the enemy to engage the PCs at a time of their choosing.

Casting the spell right before the BBEGs room is situational. A silence spell to keep him unaware of the ritual is likely required or the ritual caster being a sorcerer with the subtle metamagic for example. You might also need the 1 minute spell slot version if you are really sure. But if you can manage it you have a huge advantage in the upcoming battle.
Waiting out the PCs? For all 8 hours during which he can be attacked at any point by a pre buffed party without any warning? In that situation he basically already lost.

Starving out enemies in a world with easily accessible magic to create food and water is a gamble. And when you attack the hut lets you repair a breach in the wall within 10 minutes. Or better, cast the spell before the wall is breached. the gate also is no weak point in the defenses any more with a hut right behind it.

The counters in your first post all assume that the hut is used for resting. Time pressure doesn't work very well when the casting time is just 10 minutes and you cant surround someone when the hut is placed at strategic intersections inhibiting your movement. Sure, you can set up defenses away from the hut (so that you are not shot at while building them) and wait, but you might setup yourself to be ambushed as the adventurers are not even in the hut or left it on the other side while you were working.
 

Time pressure doesn't work very well when the casting time is just 10 minutes
How is 10 minutes short in a dungeon environment? Aren't there usually enemies about two rooms back in any given dungeon? Traps also interrupt the casting of Leomund's. And if you're in a legendary creature's Lair. They can mess with the caster using lair actions or Regional Effects. The dungeon itself might be filled with poison gas or something.
 


Wrong, It's an encounter. Every time you get interrupted you lose hitpoints and spellslots used for combat. And it's not a once-a-try interruption. Once you're caught trying to cast, one member of patrol is going to get reinforcement that arrive BEFORE you can retry.

Also 10 mimutes is, once again, 3000 ft worth of movement for each creature in the dungeon giving patrol plenty of time to wander into the caster, who can't be in stealth since they are casting with a verbal component.
Only if you run a video game like dungeon with an unlimited number of random encounter monster appearing out of thin air. If not then you would have to fight those enemies anyway as most parties are not able to stay stealthy forever.
3000ft requires everyone i the dungeon to be hustling all the time. Again, video game logic.
 
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Also, the wizard cannot leave the spell, so if you're leaving to deal with a threat outside, you're doing it without the wizard.
Ah yes, forgot about that. That limits the hut a bit but it is still far more powerfull than every other 3rd level spell when used for more than just resting.
 

Only if you run a video game like dungeon with an unlimited number of random encounter monster appearing out of thin air. If not then you would have to fight those enemies anyway as most parties are not able to stay stealthy forever.
3000ft requires everyone i the dungeon to be hustling all the time. Again, video game logic.
They're the dungeon inhabitants, they aren't appearing out of thin air, they're appearing from the room they were stationed to watch until the fleeing scout called them out for reinforcements. It happens in videogames because that's obviously what someone would do. Or are you saying that if you're a patroller you wouldn't call for reinforcements while the other members of your group fight in the meantime?

It's not about fighting the monsters eventually. It's about fighting them now, which you have to do since it's just become a deadly encounter and the boss is probably doing something to deal with you himself with reinforcements.

3000 ft is absolutely normal pace which a patrol would be using because the 4000 ft. Pace makes it harder to patrol with the -5 perception hinderance and they're the patrol so they won't need to move 2000 ft since they don't need to sneak in their own lair.
 

To throw another spanner into the mix, Jeremy Crawford Tweeted about the spell way back in 2015.


I really wish this answer was in the Sage Advice Compendium, but this is enough for me to discard the idea of tiny hut as a bunker without feeling like I'm spoiling designer intent or something. You've got to jump in and out of it now in order to make your attacks.
 

You will fight this battle anyway, no matter if you get interrupted while casting the hut or not. So it is only a missed chance and no disadvantage.

But when you really have someone pass that area every 10 minutes its perfect for a rope trick ambush. Wait till they pass, cast rope trick, wait till the next patrol comes to get a drop o them, possibly quite literary.
After that stuff the bodies into the rope trick, clean up with a cantrip and repeat till they notice that something is wrong or run out of patrols.
 

You will fight this battle anyway, no matter if you get interrupted while casting the hut or not. So it is only a missed chance and no disadvantage.

But when you really have someone pass that area every 10 minutes its perfect for a rope trick ambush. Wait till they pass, cast rope trick, wait till the next patrol comes to get a drop o them, possibly quite literary.
After that stuff the bodies into the rope trick, clean up with a cantrip and repeat till they notice that something is wrong or run out of patrols.
Or you run out of spell slots, which is just as likely.
 

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