Bard Magic • Spell Reference
Tiny Hut Spell
Baba Yaga’s Hut

Tiny Hut gives travelling companions a place to rest out of the weather. Its protective boundaries change sharply between editions, so use the matching rules before treating it as a secure camp.
Tiny Hut at a Glance
| School | Evocation |
|---|---|
| Bard level | 3 in all four editions |
| Purpose | Shelter from weather; modern versions also bar entry |
| Duration | Modern: 8 hours; legacy: 2 hours/level (dismissible) |
| Concentration | None in the modern versions |
Spell Rules by Edition
Tiny Hut — 5.5e / 2024
Rules source: System Reference Document 5.2.1.
| Spell | Level 3 Evocation |
|---|---|
| Classes | Bard, Wizard (SRD 5.2.1) |
| Casting Time | 1 minute or Ritual |
| Range | Self |
| Area | 10-foot Emanation |
| Components | V, S, M (a crystal bead) |
| Duration | 8 hours |
A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the effects of such spells can’t extend into it.
The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
This panel follows Tiny Hut in SRD 5.2.1. D&D Beyond’s 2024 Basic Rules use the name Leomund’s Tiny Hut and also list Cleric among its classes.
Tiny Hut — 5e / 2014
Rules source: System Reference Document 5.1.
| Spell | 3rd-level evocation (ritual) |
|---|---|
| Classes | Bard, Wizard |
| Casting Time | 1 minute |
| Range | Self (10-foot-radius hemisphere) |
| Components | V, S, M (a small crystal bead) |
| Duration | 8 hours |
A 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.
Tiny Hut — Pathfinder 1e
Rules source: Edition reference.
| School | Evocation [Force] |
|---|---|
| Level | Arcanist 3, Bard 3, Occultist 3, Skald 3, Sorcerer 3, Wizard 3 |
| Casting Time | 1 standard action |
| Components | V, S, M (a small crystal bead) |
| Range | 20 ft. |
| Effect | 20-ft.-radius sphere centered on your location |
| Duration | 2 hours/level (D) |
| Saving Throw | None |
| Spell Resistance | No |
You create an unmoving, opaque sphere of force of any color you desire around yourself.
Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.
The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).
Tiny Hut — D&D 3.5e
Rules source: Edition reference.
| School | Evocation [Force] |
|---|---|
| Level | Bard 3, Sorcerer/Wizard 3 |
| Components | V, S, M |
| Casting Time | 1 standard action |
| Range | 20 ft. |
| Effect | 20-ft.-radius sphere centered on your location |
| Duration | 2 hours/level (D) |
| Saving Throw | None |
| Spell Resistance | No |
You create an unmoving, opaque sphere of force of any color you desire around yourself.
Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.
The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).
Material Component A small crystal bead that shatters when the spell duration expires or the hut is dispelled.
Edition Differences
| Size | Modern: 10-foot area; Pathfinder and 3.5: 20-foot-radius sphere. |
|---|---|
| Who fits | 2014 explicitly sets a nine-companion Medium-or-smaller limit. 2024 instead requires the Emanation to fully encapsulate every creature present. Legacy rules describe room for nine other Medium creatures. |
| Spell barrier | 2014 blocks spells and other magical effects through the dome. 2024 specifies spells of level 3 or lower. Legacy Tiny Hut allows missiles, weapons, and most spell effects to pass through. |
| Weather | Modern interior stays comfortable and dry. Legacy temperature follows the 70°F rule and a hurricane of 75+ mph destroys the hut. |
| Ending | Every version ends when the caster leaves. 2024 also ends when the caster casts Tiny Hut again. |
Using Tiny Hut
Gather the intended occupants and supplies before finishing a modern casting; access depends on what was inside at that moment. The caster should plan to remain within the shelter, and a lookout still needs to watch its surroundings. In 2024, a barrier against low-level spells does not provide the 2014 version’s blanket protection against magical effects.
The Pathfinder and 3.5 hut is a shelter and a source of total concealment from outside. Its original rules explicitly allow incoming weapons and most spell effects to pass through, so camp placement and ordinary defensive precautions still matter.
Tiny Hut in the World
A bard’s crystal bead can turn a drenched roadside halt into an evening of dry instruments, shared food, and stories. The page’s traditional Baba Yaga’s Hut name offers a link to the witch’s folklore; these spell rules describe a stationary shelter and grant no walking legs or mobile house.
Rules Sources and Licensing
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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