Spelljamming Ship Collisions

A spelljammer can run their ship into another object or a creature by moving the ship into the target’s space. When a spelljamming ship crashes into something that weighs less than 1 ton, only the target takes the damage, but if the target could reasonably damage the ship or weighs more than 1 ton, both the ship and the creature or object it struck take bludgeoning damage based on the speed of the ship compared to the target.

The damage can be calculated as 1d10 for each 5 feet of movement the ship traveled in a straight line before colliding with the target and each 5 feet of movement the target traveled in a straight line toward the ship. Meaning that if two bodies collided after one ship traveled 100 feet toward the other over the last two of its turns and the other ship traveled 30 feet towards the first (while it also moved 15 feet laterally relative to the first ship) over its last turn, then the two ships would both suffer (20+6)d10 bludgeoning damage. If the ship runs into something that doesn’t have hit points (such as a planet or a moon), apply the damage only to the ship.

The ship stops after crashing into something that weighs significantly more than the ship or is otherwise an immovable creature or object; otherwise, the ship can continue moving if it has any movement left, and whatever it struck moves to the nearest unoccupied space that isn’t in the ship’s path. After resolving the effect of the crash, determine whether the ship’s gravity plane is suppressed. If the suppression of a ship’s gravity plane would cause the creatures on or inside that ship to fall, they fall in whatever direction is appropriate for the sudden change in gravity.

Game Rules Table of Contents