You know the drill.
The Druid
Blue Dragon Offensive
Isolation (Passive) - Grants the Druid immunity to occupation at night and to target changing.
Wall of Thorns (Day) - For the following night prevents Unseen-aligned and Cult-aligned classes from visiting the Druid and will respectively either Poison or Bleed them depending on their faction. The Bleeding and Poison will kill them if they are not healed the next night. - 2 uses
Glyph of Decay (Day) - Selects a player and all healing and removal of Poison and Bleeding on them will fail for the next two nights. - 3 uses
Glyph of Lethargy (Night) - Your target player’s target will be immune to your targets action. Your target will see their target as Blue Dragon and won’t see visits. - Infinite uses
Defeat the Unseen or Cult and any neutrals that seek to do you harm.
Magic User
Converts to
The Forest Witch
Unseen Offensive
Isolation (Passive) - Grants the Forest Witch immunity to occupation at night and to target changing.
Nightshade Curse (Day) - Selects a player and for the next two nights they will not be able to be healed. - 2 uses
Wall of Roots (Day) - Causes all visits on the target to be prevented the following night. - 1 use
Curse of Lethargy (Night) - Your target player’s target will be immune to your targets action. Your target will see their target as Blue Dragon and won’t see visits. - Infinite uses
Defeat the Blue Dragon and any neutrals that seek to do you harm.
Magic User
The Sentinel
Blue Dragon Offensive
Alertness (Day) - The Sentinel will be immune to occupation and to target changing the coming night. - 3 uses
Detainment (Night) - Silently removes all of the passives and night immunity from the Sentinel’s target. The Detainment will also last until the end of the next night except when it comes to removing Royal Blood, which lasts two days. - Infinite uses
Curfew (Night) - The Sentinel occupies their target if they attempts to attack or convert a player. - 2 uses
Defeat the Unseen or Cult and any neutrals that seek to do you harm.
Converts To:
The Warden
Unseen Offensive
Alert (Passive) - Grants the Warden immunity to occupation at night and to target changing.
Parole (Day) - Prevents the target player from using any day abilities. - 3 uses
Detainment (Night) - Silently removes all of the passives and night immunity from the Warden’s target. The Detainment will also last until the end of the next night except when it comes to removing Royal Blood, which lasts two days. - Infinite uses
Off-Limits (Night) - The Warden puts a barrier around their Mastermind or Assassin, causing the next Blue Dragon-align investigative role to automatically be prevented if they try to visit them. The Warden will be informed when the barrier actives. - 2 uses
Defeat the Blue Dragon and any neutrals that seek to do you harm.