Perseus Antoninus Augustus
Perseus Antoninus Augustus
Sheet
AC 0 · HP 74 · normalArmor
Weapons
Languages
Features
25 featuresBonus action
- God-Touched Strike
When When you spend Divine Force to empower your next weapon hit...
As a bonus action, spend 1 Divine Force point to empower your next weapon hit this turn. On a hit, deal an extra 1d6 damage and apply your Water Dominion Gift. This extra damage becomes 2d6 at 11th level.
Always on
- Hack and Slash
When When you attack an enemy in melee...
When you attack an enemy in melee, roll +STR. On a 10+, deal your damage to the enemy and avoid their attack. At your option, you may deal +1d6 damage but expose yourself to the enemy's attack. On a 7-9, deal your damage to the enemy and the enemy makes an attack against you.
- Volley
When When you take aim and shoot at an enemy at range...
When you take aim and shoot at an enemy at range, roll +DEX. On a 10+, you have a clear shot, deal your damage, and avoid moving into danger. On a 7-9, choose one: move to get the shot, take what you can get and deal -1d6 damage, or accept danger from the enemy.
- Defy Danger
When When you act despite an imminent threat...
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll the appropriate ability. On a 10+, you do what you set out to do and avoid the threat. On a 7-9, you stumble, hesitate, or flinch, and the GM will offer you a worse outcome, hard bargain, or ugly choice.
- Defend
When When you stand in defense of a person, item, or location...
When you stand in defense of a person, item, or location, roll +CON. On a 10+, hold 3. On a 7-9, hold 1. While defending, spend hold to redirect an attack from the defended target to yourself, halve the attack's effect or damage, or open the attacker to an ally, giving that ally +1 forward against the attacker.
- Spout Lore
When When you consult your accumulated knowledge about something...
When you consult your accumulated knowledge about something, roll +INT. On a 10+, the GM will tell you something interesting and useful about the subject. On a 7-9, the GM will tell you something interesting, but it is up to you to make it useful.
- Discern Realities
When When you closely study a situation or person...
When you closely study a situation or person, roll +WIS. On a 10+, ask the GM three questions from the list. On a 7-9, ask one. Take +1 forward when acting on the answers. Questions include: What happened here recently? What is about to happen? What should I be on the lookout for? What here is not what it appears to be? What is the true position of my enemy?
- Parley
When When you have leverage over someone and manipulate them...
When you have leverage over someone and manipulate them, roll +CHA. On a 10+, they do what you ask if you first promise what they want. On a 7-9, they will do it, but need concrete assurance now.
- Divine Physique
When Always active
You gain a d10 Hit Die, proficiency with all armor, shields, simple weapons, and martial weapons. You also gain proficiency in one skill in the underlying class rules, but Dungeon World does not track separate skill proficiency bonuses.
- Divine Dominion: Water
When When you invoke your divine blood or spend Divine Force to empower a gift...
Choose Water as your Divine Dominion. You gain the Water Dominion Gift and a pool of 4 Divine Force points, regained after a long rest. Your Water gift lets you command nearby water, create forceful currents, and shape liquid into dangerous or useful forms at the GM's discretion. Divine Force is not spellcasting and has no spell slots.
- Divine Lineage
When When you choose a divine tradition or legacy...
You gain a Divine Lineage at 3rd level. No subclass has been selected for this Dungeon World conversion, so this feature remains dormant until a lineage is chosen.
- Ability Score Improvement
When When you reach 4th level...
You gain an Ability Score Improvement or another feat for which you qualify. This conversion preserves the assigned ability scores and does not add an unrequested feat.
- Defy Mortality
When When you fail a Strength, Dexterity, or Constitution saving throw...
When you fail a Strength, Dexterity, or Constitution saving throw, spend 1 Divine Force point to roll a d6 and add it to the result, potentially turning failure into success.
- Extra Attack
When When you take the Attack action...
You can make one additional attack as part of the Attack action.
- Ability Score Improvement
When When you reach 8th level...
You gain an Ability Score Improvement or another feat for which you qualify. This conversion preserves the assigned ability scores and does not add an unrequested feat.
- Unnatural Grace
When Always active
Your walking speed increases by 10 feet, and you gain proficiency in one saving throw of your choice among Strength, Dexterity, or Constitution. In this conversion, choose Dexterity.
- Awakened Blood
When When you roll initiative with no Divine Force points remaining...
When you roll initiative with no Divine Force points remaining, regain 1 Divine Force point. Your Water Dominion Gift improves, allowing stronger currents, broader control, and more devastating battlefield manipulation when the GM agrees the surrounding water is sufficient.
- Child of Two Shores
When When you enter a community shaped by human custom or divine heritage...
As a human, you begin with one additional adaptable bond and can learn the customs of many peoples. As a child of both Greek and Roman divine traditions, you are equally at home among Greek heroes and Roman legionaries, though neither fully claims you.
- Human Ingenuity
When When you rely on adaptability, discipline, or learned custom to face the unknown...
When you invoke your mortal adaptability to overcome an unfamiliar obstacle, take +1 forward after successfully Defying Danger, provided you explain what human experience or learned custom helped you endure.
- Refuse the Grave
When When you are reduced to 0 hit points but not killed outright...
When you are reduced to 0 hit points but not killed outright, you may spend 2 Divine Force points to drop to 1 hit point instead. Once used, this cannot be used again until you finish a long rest.
- Mortal-Breaking Power
When Always active
Your attacks count as magical for overcoming resistance and immunity to nonmagical attacks and damage. You also gain resistance to one damage type associated with your Dominion. For Water, you gain resistance to cold damage.
- Divine Force
When When you spend or recover your supernatural resource...
Your Divine Force pool contains 4 points and refreshes after a long rest. Your supernatural powers are Dominion Gifts and Divine Force, not spells. You do not use spell slots, a spellcasting ability, spell attack bonus, or spell save DC.
- TraitHumanAdaptable mortal heritage
- TraitHumanBilingual cultural fluency between Greek and Roman traditions
- TraitHumanResilient will shaped by surviving divine wars
Gear
7 itemsWeapons
- Godforged SwordA divine bronze longsword engraved with a Greek trident and Roman thunderbolt. It is a one-handed melee weapon, weight 1, and counts as a magical weapon for overcoming resistance and immunity to nonmagical attacks and damage.
Armor
- Tide-Bound PanoplyA full suit of dark bronze scale and plate armor bearing wave motifs, weight 3. It provides 2 armor in Dungeon World.
- Shield of Nova RomaA reinforced bronze shield, weight 2. It provides 1 armor in Dungeon World when actively used.
Gear
- Imperial RegaliaA red Roman military cloak, laurel circlet, whetstone, and insignia of an allied legion. Combined weight 1.
- Harbor RopeA coil of salt-stiffened rope, 10 feet long, weight 1.
- 5×Travel RationsA waterproof satchel containing travel bread, dried fish, and clean water, weight 1.
- Load RecordStarting load is equal to STR score, 15. Current carried load is approximately 9, leaving 6 spare load.
Appearance
A tall, broad-shouldered young man with storm-gray eyes, black hair streaked with sea-green, and a powerful swimmer's physique. He wears dark bronze armor over a deep blue tunic, a crimson Roman cloak, and a laurel circlet marked with tiny wave patterns. His sword is elegant but heavily worn, its fuller etched with Greek tridents and Roman thunderbolts.
Mannerisms
He speaks with measured imperial formality, pauses before answering as though listening to distant waves, and unconsciously tightens his grip on his sword whenever prophecy or family is mentioned.
Personality
Perseus is disciplined, commanding, and intensely protective of those he considers his own. He presents himself as calm and inevitable, like the tide, but beneath that composure lies a young man still trying to prove that he is more than a weapon forged by prophecy. He respects courage, competence, and loyalty, yet his admiration can become possessive when he fears abandonment.
Ideals
Dominion. Order must be imposed before peace can exist, and Perseus intends to be the one who imposes it.
Bonds
____ has earned my protection, though I will demand loyalty in return. I suspect ____ knows more about the coming war than they admit, and I intend to discover the truth. I will not allow ____ to become another sacrifice to the prophecies that shaped my life.
Flaws
Perseus confuses obedience with loyalty and often treats allies as pieces in a divine campaign. He is proud, suspicious of rejection, and terrified that the cruel reflection in his dreams may be the truest version of himself.
Quirks
Background
Perseus Antoninus Augustus was born beneath a blackened moon, when the sea withdrew from the shore and every harbor bell in the Aegean rang without human hands. He is the son of both the Greek and Roman aspects of the Sea God, Poseidon and Neptune, a contradiction given flesh and raised between rival traditions. His blood carries the pressure of the abyss, the violence of the storm, and the ancient authority of empires. He can call waves and earthquakes, seize control of weaker blood, and turn a battlefield into a drowning ground. Yet beneath the divine inheritance remains a mortal heart that still hungers for recognition. At sixteen, Perseus fulfilled the first portion of a prophecy by defeating the Titan of Time and ending the Titan War. Victory did not bring peace. The Greeks gradually turned away from him, wary of the power that had saved them, while Rome welcomed him into Nova Roma with ceremony, suspicion, and useful enemies. He now breaks bread with Roman demigods and legionaries, building alliances as another war gathers beyond the horizon. Unaware that he is the prophesied Imperator destined to lead Rome into its next age, Perseus believes he is merely being summoned once more to serve as a weapon. His sleep is troubled by a recurring vision. In a temple beneath a moonlit sea, two reflections stand before him. One wears a Greek crown and smiles with the arrogance of the gods. The other bears a Roman laurel and offers order through absolute rule. Both claim to be the true Perseus. He has not yet chosen which reflection deserves to survive.
“His blood carries the pressure of the abyss, the violence of the storm, and the ancient authority of empires.”
- Background
- Piercing eyes, wind-tossed black hair, powerful build, bronze armor, blue-and-crimson cloak, laurel circlet, and a divine sword at his hip.
Connections
Species
Human
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