Blood on the Clocktower: Role ideas.
so i've been having one too many ideas...
Created: Mar 17, 2025 // Updated: May 5, 2025
By
ENBYSS
I’ve had quite the fixation on Blood on the Clocktower lately - from playing in games to watching others play it. And you know how I get with things I fixate on. I start getting ideas. Thus, welcome to all of these custom roles.
Not saying they should be used — but I think there’s some interesting ones and who knows? Maybe it’ll be fun.
Townsfolk
The biggest category. Honestly, I think it’s because coming up with good balanced roles is easier for the Townsfolk than anyone else.
Roles
Onryō: If killed, the killer also dies. If you’re executed, the nominator also dies.
Bouncer: When executed, someone from the same alignment as the nominator dies.
Astrologist: Each night, you may ask for a ‘reading’. Next day, before nominations, everyone learns information about a random role.
Biologist: Once per game, you may choose someone. If they are poisoned, drunk, mad, or otherwise affected, they become immune. Otherwise, they die.
Paranoid: Every night, pick a player. You are mad that they are evil. If the player is evil, you cannot die during the night.
Party Host: Once per game at night, you can make all Outsiders Drunk until dusk.
The Sword: If Damocles killed today, choose a player that night. On the following day, if they are evil, they are immediately executed, and you learn the Damocles. [+Damocles]
Sacrifice: If someone would be executed, you may publicly claim to be the Sacrifice. They do not die, and you die during the night.
Dancer: Every night, you may choose someone. They cannot act during that night, and learn that you are the Dancer.
Body Double: Every night, pick a player. Until next night, if they would die, you will die instead.
Insomniac: Every night, you learn every time that you were picked by a character during that night.
Doomchosen: After 2 nights, die. Anyone who nominates you gets executed.
Prophecist: Once per game, during the night, predict an event that will happen until the next night. If you do, you learn a random player’s Role, and can do this again.
Renaissance Man: Every night, you have the ability of a random Townsfolk.
High: Every night, you may ask for guidance. You may either receive it, or become mad that someone is evil.
Zephyr: Once per night, you may send a message to another player. It must be 5 words or less.
Nightmare: The first time you are picked by the Demon, the action doesn’t occur and the night immediately ends.
Multifacia: You have three abilities. Each night, a random one activates.
Catalyst: Anyone who targets you during the night may use their ability again.
Party Animal: Every night, pick a player. You know if they are Drunk, or Poisoned. If they are neither, they become Drunk.
Hungover: You have a Townsfolk ability that activates every night. You can only activate it once. It cannot be tampered with.
Warlock: Each night, you learn an ability. Once per game, you may choose to gain it. If you do, learn the cost. You may deny the offer.
Riddler: On Night 1, receive a riddle. Once per game, you may visit the Storyteller to solve your riddle. If you are correct, you may ask for the roles of 3 people.
Censere: You know 3 of the roles currently in play.
Medium: Every night, choose a player. If they die tonight, you learn their role. You know if this information has been tampered with.
Flash: You learn the role of whoever killed you. For executions, this means the nominee.
Red Flag: Each day, you are mad that someone is evil. When you die, you learn if one of them was the Demon. If they were, you learn their name.
Last Chance: You are the only Good player. If you die, Good loses. Every night, choose a player and a Townsfolk - they become that role and alignment. If you convert the Demon this way, Good wins. Any Evil that isn’t the Demon, and beyond the Minion count, is a Template (blank - no ability). Evil does not know each other.
Snake Master: Each night, pick a player. If they are the Demon, you become the new Demon, and they become a Lunatic without knowing.
Telephonist: Once per game at night, say a role. The player with that role is visited and they also get a chance to say a role. This continues until someone says a role not in play.
Visitor: Each night, pick a word. Everyone without a night action can attempt to guess the word that night. If correct, they learn everyone else who guessed correctly - including the Visitor.
Patient Zero: Once per game, at night, you can decide to reset everyone’s role, alignment, and status (not alive/dead), to Night 1.
Conspiracy Theorist: Each night, you learn a piece of information. Up to one of them is true.
Lamb: If killed by the Demon, when the game ends Town can guess who the Lamb was. If correct, the Lamb’s team wins.
Forgiver: If you die at night, all evil become townsfolk. A random player becomes the new evil Demon.
Practician: Once per game, at night, pick a player. You gain a one-time use of their ability. If you pick an evil player, you become their role and evil, and they die.
Tuner: Once per game, at night, you may pick a player. Their abilities are improved, and they learn in what way.
Truthflayer: Once per game, during the day, you can publicly claim to be the Truthflayer and pick a Townsfolk - if in play, they are executed.
Guide: The first time an Outsider would die, they do not.
Drunken Boxer: If you get Poisoned or Drunk, during the night, choose a Townsfolk ability. You gain it until the end of next night. Drunk and Poisoning has no effect on you otherwise.
Outsiders
Not a lot of these ones - but at the same time, it’s… pretty hard to come up with a simple enough yet negative effect yanno?
Roles
Poltergeist: If killed, that night pick a player. They are drunk until dusk. That night, they will die.
Homunculus: You start believing you’re a role that is already in play.
Freaky: Every night, pick a player. You swap alignments with them. Neither of you learn what your new alignment is.
Normal: Every night, you must pick a player. If they are a Townsfolk, they become a Drunk Normal.
Frontman: You are on the Storyteller’s team. If you are still alive by the end, your team wins. Otherwise, your team loses. You can communicate with the Storyteller.
MacGuffin: One of the players has a MacGuffin. When the game ends, the team of the one holding the MacGuffin wins, unless dead. If you target someone with the MacGuffin, steal it.
Paranormal Investigator: When you die, you must immediately pick an Evil role. If it is not currently in play, your team loses.
Supercritical: If you die, everyone’s roles and alignments are shuffled.
Dubber: Two players share the same Role.
The Bureau: You do not have an alignment. Every night, you see the Grimoire. Every night, choose day or night. You only win if you die during the time you specified.
Polytheist: If an Atheist is in play, they’re Drunk. You only win if Town executes the Storyteller.
Minion
Do I just not like coming up with these? No. Do I find it difficult to make up interesting yet malicious abilities? Yes.
Roles
Calamity: If you are nominated and not executed, that night choose 2 players - they die.
Doppelganger: You think you are a Good role that is already in play. You receive their info as well. If the other player with the role dies, you are mad that you are their role.
Prescript: Once per game, you can make all voting in the next day to be for players to live instead of to die. (If a majority votes, they live. Otherwise, they die.)
Junior: Once per game, during the night, you may pick a Demon. You gain their ability and register as them until dusk.
Mortema: If executed, that night, pick a Minion. You gain their ability, even if dead.
Changeling: On the first night, pick a Townsfolk. You gain their ability and register as them.
Chronos: Each night, you may choose a player, then choose whether their ability should happen first, or last that night. If they don’t have a night ability, nothing happens.
Manipoia: Every night, pick a player. They register as evil until dusk.
Temptress: Once per game, at night, pick a player. If they’re an Outsider, they become an evil Minion.
Inquisitor: Each night, pick a player. You learn all information they learned during the night and last day.
Scapegoat: When you die, all Outsiders become Townsfolk. (+1 minion)
Cain: The first time you are nominated, kill as many players as you got votes during the night. If you’re executed, your nominator dies.
Panika: Everyone registers as an Evil Demon.
Contingency: On the first night, pick a player. If the Demon dies, they become the new Evil Demon.
Fallen Baron: There are extra Outsiders in play. [+? Outsiders]
Mania: If you are executed, everyone who voted for you becomes Mad that someone else is Evil.
Telekinetic: Each night* pick a player - you learn if they target. If so, pick a new player - at least one of their targets becomes that player.
Glitch: Every day or night, something goes wrong in a way that helps your team.
Maggot: No one knows you are dead. If someone is executed, the next day, you are now alive and poison one of their neighbours at random.
Corpse: No one knows you are dead. One player of the other alignment is randomly poisoned each night. If executed, 2 people are randomly poisoned each night.
Wrong Mirror: Any ability that targets you is poisoned for that use. You learn the role of anyone who targets you.
Demon
Oh these are so fun to come up with. The central malicious force of the game. As long as they don’t absolutely snap the game in half, they’re fair game!
Roles
Damocles: Every night*, choose a player - they die. If you kill the Sword in this way, your team wins. [+The Sword]
Exploiter: Every night*, choose a player. Every time they are nominated, a random player will die tonight. If no nominations happen - that player dies the following night.
Amalgam: You and your minions do not know each other. Every night, pick a player - they die. If they were your minion, you inherit their ability as well. If they weren’t, you register as Good for the following day.
Miasma: Every night*, pick a player. They become the Miasma and you die. If the Miasma is executed, their team loses - unless no more Evil remain. The game does not end until no alive Miasma remains.
Fugue: Every night*, pick a player - they die. Everyone’s abilities work differently. The same prompts happen to them, but their effects change.
- For example: The Empath must still get a number between 0 or 2 --- but the number can now mean “number of outsiders” if there are 2 or less.
Avarice: Every night*, pick any number of players up to 3. If one, they die. If more, something arbitrary happens to them.
Possessor: Every night*, pick a player; they die. If you are nominated, a random alive player becomes Possessor that night, and you become a random Good role. You only register as evil when first becoming Possessor. [No minions]
Apocalypse: All win conditions are removed. On each night, you may look at the Grimoire, and pick a player - they die. If you survive to the final night, you - and only you - win. If you die, all other players win.
Manifest: Each night* choose a player, they die. If you choose yourself, the game goes on for one more day (unless less than 5 players are alive) - if someone is executed, an alive Townsfolk becomes the new Manifest.
Schaffel: Every night*, choose a player - they die. Once per game, you can ask for new Evil players to be selected. The Storyteller decides who becomes evil.
Finale: Once per game, choose a player - they die. If a minion remains alive, you cannot die.
Stranger: Each night*, choose a player, they die. If no Outsiders remain alive, your team wins. [+? Outsiders]
Accelerant: Each night*, choose a player - they die. Every following night you must increase how many players you pick by 1. If any don’t die, your team loses.
Overwatch: Each night*, pick a player - they die. When you die, you can attempt to guess all roles of the Good team. If you guess correctly, your team wins.
Big Brother: You are shown the Grimoire every night. One player is secretly marked as the Revolutionary. Each night, guess who the Revolutionary is. If you guess correctly, your team wins. You have until Day 5.
Selaph: If someone nominates, or votes, for a player who isn’t evil, they die that night.
Weird Light: If anyone targets you with their ability, it fails and they become evil that night. (No minions)