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# <center>Proselytizer</center>
>[!infobox|n-th wsmall]
>![[Missing.webp]]
> ###### <small>Art by [Nara](Narà.md)</small>
>| <!-- -->| <!-- -->|
>|:-:|:-:|
>|Skill| **History** |
>|Attribute Choices|INT/WIS|
### [Light Armor Specialist](Light%20Armor%20Specialist.md) <small>(Level 1)</small>
The Proselytizer gains an [Augment](Armor%20Augment.md) to a qualifying armor they are proficient with.
It gains an additional [augment](Armor%20Augment.md) at levels 3, 6, and 9.
### [Remembrance](Remembrance.md) <small>(Level 1)</small>
Keywords – *[Magic](Prism/Glossary/Keywords/Typing%20Effects/Magic.md), [Economy](Economy.md), [Heal](Heal.md)*
At the start of the Proselytizer’s turn, they are healed by an amount equal to their [Competence](Competence.md), [Cunning](Cunning.md) or [Guile](Guile.md). If the Proselytizer is at maximum HP, they instead gain 1 point of [Mana](Mana.md).
### [Tradition of Authority](Tradition%20of%20Authority.md) <small>(Level 1)</small>
Keywords – *[Magic](Prism/Glossary/Keywords/Typing%20Effects/Magic.md), [Empower](Empower.md), [Imbue](Imbue.md)*
The Proselytizer chooses 1 [Imbuement](Imbuement.md) from this list:
- [Blessed](Blessed.md);
- [Heroism](Prism/Glossary/Keywords/Imbuements/Magic/Heroism.md);
- [Regeneration](Regeneration.md);
- [Warded](Warded.md).
Whenever the Proselytizer would be imbued, or would imbue a creature with the selected Imbuement, the Tier received is increased by 1.
### [Tenet of Rememberance](Tenet%20of%20Rememberance.md) <small>(Level 2)</small>
Keyword – *[Magic](Prism/Glossary/Keywords/Typing%20Effects/Magic.md), [Empower](Empower.md), [Oath](Oath.md)*
The Proselytizer makes a pledge to heal the sick and wounded and care for them.
1) The Past must be remembered; Allow it not to fade.
2) A Promise is an honor to the past; Keep them.
3) Within your heart lies the memory of happiness; Share it.
4) Respect those whose traditions differ from yours.
As long as the Proselytizer maintains the above tenets, they gain access to the following.:
- **Heavy Armor Proficiency**
- If they have [Light Armor Specialist](Light%20Armor%20Specialist.md), they gain [Heavy Armor Specialist](Heavy%20Armor%20Specialist.md) as well.
### [Character Path](Character%20Paths.md) <small>(Level 3)</small>
### [Highest Word](Highest%20Word.md) <small>(Level 4)</small>
Keywords – *[Magic](Prism/Glossary/Keywords/Typing%20Effects/Magic.md), [Divine](Divine.md), [Harm](Harm.md), [Heal](Heal.md), [Supernatural](Supernatural.md)*
Whenever an ally within 30 ft. of the Proselytizer would gain the [Wounded](Wounded.md)/[Shattered](Shattered.md) [Affliction](Affliction.md), the Proselytizer may roll a History check against the source of damage that caused it. The ally is healed an amount of Hit Points equal to the difference of the roll and the damage dealt if the History check is higher.
If the check is more than 10 higher, the source controller of that damage takes Force damage equal to the total of the check minus 10.
### [Surge of Ancients](Surge%20of%20Ancients.md) <small>(Level 5)</small>
Keywords – *[Magic](Prism/Glossary/Keywords/Typing%20Effects/Magic.md), [Supernatural](Supernatural.md)*
Whenever the Proselytizer would deal damage with a [Supernatural](Supernatural.md) effect, they gain [Saturated](Saturated.md), the Tier of which is equal to their [Competence](Competence.md), [Cunning](Cunning.md) or [Guile](Guile.md).
### [Character Path](Character%20Paths.md) <small>(Level 6)</small>
### ??? <small>(Level 7)</small>
### ??? <small>(Level 8)</small>
### [Character Path](Character%20Paths.md) <small>(Level 9)</small>
### ??? <small>(Level 10)</small>