Captain Tréville, “Shield of the Crown, Commander of the King’s Blade”
“Captain Tréville: The Musketeer Commander Who Commands Loyalty, Defies Cardinals, and Could Duel Honor Into a Demon!”

- Alias – The Iron Captain, Monsieur de Tréville
- Gender – Male
- Race – Human
- Occupation – Captain of the King’s Musketeers
- Religion – Roman Catholic
- Allies – King Louis XIII, Queen Anne, Athos, Porthos, Aramis, d’Artagnan, the Musketeers
- Enemies – Cardinal Richelieu, Milady de Winter, the Cardinal’s Guard, court conspirators
- Abode/ Base of operations – Musketeers’ Barracks, Paris, France
- Nationality – French (Gascon origin)
- Languages – French, Latin, some Spanish and Italian
- Alignment – Lawful Good
- Affiliation(s) – King’s Musketeers, French Royal Court
- Significant others – None officially; paternal bond with d’Artagnan and his Musketeers
Captain Tréville is the steely-nerved, iron-willed commander of the King’s Musketeers, a man who wears loyalty like armor and carries the honor of France on his shoulders. A natural-born leader shaped by battlefield discipline and courtly intrigue, he walks a perilous line between the opulence of royal favor and the shadows of political betrayal. His presence inspires loyalty in his men, fear in his enemies, and unease in those who play the game of power without the courage to fight fairly.
Life Story and Exploits
Born into the lesser nobility of Gascony, Tréville earned his place not by birthright but by valor. From a young age, he demonstrated unflinching courage, a talent for swordsmanship, and a sharp political mind. Rising through the ranks of the French military, he won favor at court through acts of gallantry and an unshakable reputation for integrity. He eventually secured command of the King’s Musketeers — not through bribery or favor, but because no other man could match his balance of honor, loyalty, and discipline.
As Captain of the Musketeers, Tréville built more than a military unit — he forged a brotherhood. He personally selected each man, shaping the company into an elite force trusted by King Louis XIII himself. Among them were the legendary trio: Athos, Porthos, and Aramis — men whose loyalty to Tréville bordered on devotion.
When young d’Artagnan arrived in Paris with little more than a sword and a dream, it was Tréville who gave him a chance, recognizing in the fiery Gascon a reflection of his own youthful determination. Though Tréville often had to temper d’Artagnan’s impulsiveness, he guided the young man through the treacherous landscape of courtly politics and cardinal plots.
Throughout numerous intrigues, including uncovering Cardinal Richelieu’s schemes, protecting the Queen’s honor in the affair of the diamond studs, and battling the cardinal’s Red Guards, Tréville’s role was critical. Though often behind the scenes, he moved like a chess master, protecting the king’s interests without drawing blood unless absolutely necessary — and when blood had to be drawn, it was drawn with the clean, cold precision of a Musketeer’s blade.
His defense of the Queen during the Buckingham affair, his unwavering stand against Richelieu’s manipulations, and his constant shielding of his men from courtly reprisals made him as feared in the palace as he was respected on the battlefield.
Character Description
Tréville is a man carved from stone — broad-shouldered, sharp-eyed, and always impeccably dressed, blending military rigor with courtly grace. His gaze can silence a room, and his voice carries the authority of command without ever needing to rise. He speaks sparingly, but when he does, it is with measured weight.
Though he bears himself with confidence, Tréville is no stranger to fear. His greatest fear is not death, but dishonor — the idea that he or his men might be used as pawns in games of deceit, their legacy tarnished by failure to uphold the Musketeer code: “All for one, and one for all.”
Personality, Motivation, and Goals
Tréville’s loyalty to King Louis is genuine, but his deeper allegiance lies with France itself — its people, its dignity, and its ideals of honor and brotherhood. He despises manipulation, cowardice, and those who rise through treachery. What drives him isn’t ambition or legacy, but a burning desire to protect those who still believe in chivalry in an age where such values are fading.
He mentors not just soldiers, but men — believing that the true strength of the Musketeers lies not in their swords, but in their unwavering unity and moral compass.
Tréville seeks no title beyond his captaincy, no wealth beyond his soldier’s pay. What he wants, more than anything, is to die knowing that the Musketeers will live on — unbroken, unbent, and uncorrupted.
Use in Campaigns
As an NPC, Tréville serves as a powerful ally and mentor figure. He may task players with sensitive missions on behalf of the King, offer sanctuary from political enemies, or even withhold aid if he doubts a character’s honor. He’s not easily fooled, and he sees the world in shades of principle, not personal gain. Winning his trust is difficult — but once earned, his loyalty is absolute.
If removed or betrayed, his absence would leave a power vacuum ripe for chaos. But if supported, he could tip the scales in a nation’s fate.
Captain Tréville 5e
Captain Tréville, Pathfinder
Captain Tréville

Medium humanoid (human), lawful good
Title: Shield of the Crown, Commander of the King’s Blade | CR: 9 (5,000 XP) | Proficiency Bonus: +4
Armor Class 19 (breastplate, Parrying Stance)
Hit Points 136 (16d8 + 64)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 18 (+4) | 14 (+2) | 16 (+3) | 18 (+4) |
Saving Throws Dex +8, Wis +7, Cha +8
Skills Insight +7, Persuasion +8, Athletics +7, Perception +7, History +6, Intimidation +8
Damage Resistances Non-magical slashing and piercing while armored
Senses Passive Perception 17
Languages: French (native), Latin, Spanish, Italian
Alignment Lawful Good
Tactical Commander (Recharge 5–6). Up to 3 allies who can see or hear Tréville may each use their reaction to move up to half their speed (no opportunity attacks) or make one weapon attack.
Parrying Master. While wielding a finesse weapon and not incapacitated, Tréville gains +2 AC and advantage on saving throws against being disarmed.
Defensive Mastery. While wearing armor and wielding a melee weapon, he has resistance to non-magical slashing and piercing damage.
Unshakeable Morale. Tréville and allies within 10 ft. have advantage on saving throws against being frightened or charmed.
Actions
Multiattack. Captain Tréville makes three attacks with his dueling rapier or two attacks with his rapier and one with his pistol.
Dueling Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If attack has advantage, target must succeed on DC 16 Strength saving throw or drop one held weapon.
Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The pistol has 1 shot before needing to reload (takes an action to reload).
Commanding Rebuke (Recharge 6). When a creature within 30 ft. makes an attack, Tréville can impose disadvantage and command an ally within range to make one melee attack as a reaction.
Read the Field (1/Turn). Bonus action to study a creature; advantage on attacks and saves against it until end of next turn.
Reactions
Perfect Parry (Recharge 5–6). When hit by a melee weapon attack, Tréville reduces the damage by 1d10 + 8. If the damage is reduced to 0, he may make one melee attack against the attacker.
Legendary Actions (3/Day)
Tréville can take 3 legendary actions, one at a time, at the end of another creature’s turn.
- Command Step. One ally within 30 ft. moves up to 15 ft.
- Riposte. Tréville makes one dueling rapier attack against a creature that missed him with a melee attack this round.
- Rally (2 Actions). One ally within 60 ft. regains 2d8 + 4 HP and gains advantage on their next attack roll.
Tactics
Opener: Uses Read the Field and Tactical Commander to gain early momentum.
In Battle: Prioritizes coordination, crowd control, and duels key threats with parries and disarms.
Leadership: Rarely fights alone—commands elite Musketeers in formation combat.
Morale Anchor: Inspires allies, disrupts enemy morale, and turns the tide with battlefield awareness.
Equipment
Masterwork Dueling Rapier (+1 finesse weapon), custom Musketeer breastplate, Insignia of the King’s Command (functions as a brooch of shielding), signet ring of royal commission.
Captain Tréville is not meant to be a villain — but crossing him, harming his men, or betraying the Crown will bring down the full weight of his sword and reputation.
Captain Tréville

Human Cavalier 8
CR: 9 | XP: 6,400
NE Medium humanoid (human)
Init +8; Senses Perception +11
DEFENSE
AC 19, touch 15, flat-footed 16 (+5 armor, +3 Dex, +1 dodge)
HP 98 (8d10+48)
Fort +10; Ref +8; Will +7
Defensive Abilities parry, uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +1 rapier +15/+10 (1d6+6/18–20)
Ranged pistol +12 (2d6+4/19–20, 1 shot, reload 1 round)
Special Attacks challenge (1/day, +2 attack and damage vs. target for 1 round), inspired charge (1d8 temporary HP), tactical strike (+4 damage vs. flat-footed or flanked)
STATISTICS
Str 18 | Dex 16 | Con 18 | Int 14 | Wis 14 | Cha 18
Base Atk +8; CMB +13; CMD 27
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Leadership, Power Attack, Weapon Finesse
Skills Diplomacy +16, Intimidate +14, Knowledge (history) +11, Perception +11, Ride +12, Sense Motive +11, Stealth +7
Languages Common, Latin, French, Spanish
SQ aura of courage, orders, tactician, mounted combatant
ECOLOGY
Environment Urban
Organization Solitary or with musketeers (4–6 human soldiers)
Treasure Standard
SPECIAL ABILITIES
- Parry (Ex): As an immediate action, Tréville can add +4 to AC against one melee attack. If the attack misses, he may make one melee attack against the attacker as an immediate action.
- Tactical Strike (Ex): Deals +4 damage on melee attacks against flat-footed or flanked targets.
- Inspired Charge (Ex): Once per day, when charging, gains 1d8 temporary hit points in addition to charge damage.
- Orders (Ex): As a swift action, commands allies within 30 ft. to make an immediate attack or move as a free action. Allies gain +1 morale bonus on attack rolls until start of Tréville’s next turn.
- Aura of Courage (Ex): Allies within 10 ft. gain +4 morale bonus on saving throws against fear.
TACTICS
- Before Combat: Uses Diplomacy or Intimidate to avoid unnecessary fights, positions allies strategically.
- During Combat: Opens with Orders to coordinate allies, uses Parry and Tactical Strike to focus down priority threats, and employs Inspired Charge for decisive strikes.
- Morale: Acts as a steadfast leader and morale anchor, inspiring his troops to stand firm.
DESCRIPTION
Captain Tréville is a dignified, noble commander clad in polished breastplate armor, wielding a masterfully crafted rapier and pistol. His calm demeanor and strategic mind inspire unwavering loyalty among the King’s Musketeers. Known for his honor and tactical brilliance, Tréville is a paragon of chivalry and leadership on and off the battlefield.