I’ll probably add more later but here’s what I have for now.
Class Suggestions
Blue Dragon
Hunter
Blue Dragon Killer
Passive: Isolation: Occupy and redirect immune.
Day Ability: Wolf: Make someone bleed, they will die in 2 days. 2 uses.
Night Ability: Bear: Kill attackers, and protect yourself from death. 3 uses.
Court Wizard
Blue Dragon Support
Day Ability: Empower: Guarantee the success of someone’s ability tonight. Their results can’t be tampered with. (Stays on target like Scout)
Night Ability: Ice Ward: Prevent all visits to someone. 2 uses.
Night Ability: Tornado, bypasses immunity.
Unseen
Assassin
Unseen Killer
Day Ability: Hidden Blade: Make someone bleed, they will die in 2 days. 4 use.
Day Ability: Distract: Make someone unable to use day abilities. 2 uses.
Night Ability: Assassinate
Night Ability: Frenzy: Attack someone, it is guaranteed to succeed. 1 use.
Poacher
Unseen Offensive
Day Ability: Lure: Use one of the Assassin’s Hidden Blades to make someone bleed. 2 uses.
Passive: Isolation: Occupy and redirect immune.
Night Ability: Snare Trap
Night Ability: Spike Trap
Enforcer
Unseen Support
Night Ability: Protection: Prevent visits to target Unseen member. 3 uses.
Night Ability: Frenzy: Attack someone. 1 use.
Cult
Cult Leader
Cult Special
Day Ability: Blood of Mithras: Kill a Cult Member and a non Cult Member, and gain a use of Eradicate. This fails if the Cult Member is saved in any way. Unlimited uses.
Day Ability: Rupture: Make someone bleed, they will die in two nights. 4 uses.
Night Ability: Brainwash
Night Ability: Eradicate
Acolyte
Cult Killer
Day ability: Curse: Bleeding cannot be healed next night. 1 use.
Night Ability: Judgement: If the Cult Leader fails to convert their target, they will bleed and die in a day. 3 uses.
Night Ability: Rampage: The Cult Leader’s Eradicate will bypass night immunity. 1 use.
Neutral
Fool
Neutral Social
Passive: Poor Fellow: If you are lynched, your accusers will be unable to vote for the next two days (they do not count towards the majority).
Day Ability: Trollbox
Night Ability: Hide
King
King
Any Special
Passive: Head of State: Your accusations count for two.
Passive: Loyalty: If you are lynched, your accusers will be unable to vote for the next two days (they do not count towards the majority). Good and Mad King only.
Day Ability: Decide Fate, using this removes you Head of State passive.
Night Ability: Guards: Make your target immune to death. 3 uses (Starting King gets one extra use)
Night Ability: Order Execution
Neutrals who become King will retain their goal.
- Mad King is crowned from Fool
- Begrudged King is crowned from Scorned
- Fanatical King is crowned from Mercenary
- Zealous King is crowned from Inquisitor
Mechanical Suggestions
Healing
Healing poison/bleeding gives the same message as healing an attack, to both the healer and the healed.