With the destruction of Waterdeep and Baldur’s Gate, only Newforge maintains a navy of warships
to protect its territorial waters and wage war against its enemies. Despite being part of their nation’s military, these vessels often operate far from their home ports and can feel like sovereign nations unto themselves. The rules of the high seas are often quite different from those enforced on the mainland, and more than one such crew has engaged in outright privateering when the opportunity has presented itself, letter of marque in hand or no.
Downtime: Patrol
As a downtime activity, you can patrol sea-lanes for enemy vessels. After 5 consecutive days spent on patrol, make an Intelligence (Investigation) check, a Wisdom (Insight) check, or an Intelligence check using vehicles (water). Consult the Patrol Results table to determine the outcome of the patrol.
Small Vessel. A small vessel like a keelboat typically has a single bandit captain as its commanding officer and a crew of 7 (2d6) sailors (commoners) or 2 (1d4) pirates. It isn’t armed with any weapons and has a bounty of 100 gp.
Medium Vessel. A medium vessel typically has a single bandit captain as its commanding officer and a crew of 25 (1d10 + 20) sailors (commoners) or 14 (4d6) pirates. It is armed with four cannons on each side and has a bounty of 500 gp.
Large Vessel. A large vessel typically has a single bandit captain as its commanding officer and a crew of 41 (2d10 + 30) sailors (commoners) or 22 (4d10) pirates. It is armed with ten cannons on each side and has a bounty of 1,000 gp.
Check | Encounter |
---|---|
9 or lower | – |
10 – 14 | A small hostile vessel |
15 – 20 | A medium hostile vessel or 1d4 small hostile vessels |
21+ | A large hostile vessel or 1d4 medium hostile vessels |
Company Accomplishments
Your company’s prestige increases whenever you engage your nation’s enemies through acts such as the following:
- Protecting a coastal community from a pirate raid
- Destroying an enemy ship
- Escorting a merchant vessel to safety
- Participating in a naval battle against three or more ships
- Sinking a vessel whose crew and cannon outnumber yours
Prerequisites
Any character can be a member of a Royal Navy company, but at least one member must have the Socialite background.

Tier 1 : Coastal Patrol
At this tier, your newly founded company is just starting out as part of your nation’s navy. The company is expected to patrol coastal waters near its home port, drive off enemy vessels and pirates, and help other vessels in need.
Benefits
Home Port. Your company has a port of call in one of its nation’s coastal towns. The company can berth in its home port at no cost between assignments. If it does so, its members can maintain a modest lifestyle without having to pay.
Starter Vessel. Your company has a small keelboat crewed by three loyal but fairly unskilled sailors. These sailors handle the ship’s day-to-day operations but do not participate in combat. They use the commoner stat block. The vessel has a single cannon.
If the keelboat is lost or destroyed, you will need to purchase a replacement.
Naval Protocol. Any company members who make a Charisma (Intimidation) or Charisma (Persuasion) check to issue orders to the crew can add their Intelligence modifier to the roll.
Tier 2 : Able Sailors
At this tier, your company has earned a measure of esteem in the eyes of your nation’s naval commanders. It is given greater leeway to patrol the nation’s waterways and is expected to participate in more significant naval maneuvers.
Benefits
Beat to Quarters. During any encounter with a hostile ship, members of the company gain a +5 bonus to initiative.
Marines. You are assigned a group of soldiers to help you carry out boarding actions and defend your ship. You gain 1d4 hirelings you can use in boarding actions and on coastal raids. Hirelings gained by this benefit must have a challenge rating of 1/4 or lower.
Tier 3 : Point of the Spear
Upon reaching this tier, your company is one of the more highly regarded naval crews in its fleet, and its members can expect to be consulted by the admiralty on naval engagements. In addition, the company receives a higher caliber of sailors to fill out its ranks.
Benefits
Practiced Maneuvers. Your company has become adept at pulling off surprising maneuvers at sea. A vessel controlled by a member of the company can perform an additional turn of up to 90 degrees during its movement.
Seasoned Crew. Experienced sailors are assigned to your ship. The number of hirelings you can have increases by 1d4, and your hirelings can have a challenge rating of 1 or lower.
Tier 4 : Flagship
Upon reaching this tier, your company’s exploits are the stuff of maritime legend. The company operates as a flagship of not just a single fleet, but its nation’s entire navy. The company can expect to lead many other lesser ships in naval engagements to protect its nation’s interests.
Benefits
Fearsome Reputations. Your company has earned a strong reputation in naval circles. The sight of your flag on the horizon can inspire dread in your enemies and hope in your allies. You gain a +2 bonus on both Charisma (Intimidation) checks involving enemy forces and Charisma (Persuasion) checks involving friendly forces.
Loyal Crew. The morale of your hirelings is unshakable, and their loyalty to your company is unquestioned. So long as the hirelings can see or hear a company member that is not unconscious or incapacitated, they are immune to being frightened.