Tiny Hut
EvocationA 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. 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. 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.
Spell Details
Player Guide
Deploy Tiny Hut before combat begins to create a fortified rest area, or use it mid-combat as an emergency defensive measure when your party needs breathing room. Position it strategically to block chokepoints or protect allies while you heal/prepare spells. Remember that enemies can't enter, but you also can't leave to engage, making it best for support casters, monks, or ranged characters who can still attack from within. The spell's true power lies in preventing short rest interruptions and guaranteeing safe preparation time during adventures.
Spell Combos
DM Tips
Clarify whether the hut blocks line of sight for spellcasting—RAW it doesn't, allowing attacks out but not in. Be cautious of players using this to trivialize encounters; encourage tactical variety by introducing enemies with magic, siege capabilities, or time pressure.