Blood on the Clocktower: Role ideas.

so i've been having one too many ideas...

Created: Mar 17, 2025 // Updated: Nov 28, 2025

By

~17 min read

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

Normal

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.

Quanta

If no one targets you during the night, choose any townsfolk ability. You gain it until the following night.

Cosmic Artist

Once per game, at night, you may ask any question. You will get an answer, at a price.

Hermit

You cannot be killed. You cannot nominate or vote. This ability is disabled if you’re targeted for a third time.

Auditor

Each night, choose a player. Their role’s actions and any information they gained that night are publicly revealed the next day. If an evil player is chosen, the actions and information are arbitrary.

Id

You know everything about yourself, and anything targeting or affecting you. You are not affected by any power, besides one that would kill you.

Simple

Each night, choose a Role. Until the following Dusk, that Role loses its ability. You can only pick one Townsfolk, Outsider, Minion, and Demon.

Vessel

If 3 Good players are Executed, your team wins the game. If an Evil player is Executed, die.

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

Normal

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.

Blank Doll

This character may become a random Role and alignment at any time.

Grandmaster

You see the entire Grimoire each night. You only win if you can execute a specific plan correctly.

Ash

Every night, you learn a strong piece of information. You also have a chance of switching alignments.

One-Armed

If you are poisoned or made drunk, town cannot execute.

Chariot Requiem

If you die, everyone’s roles are shuffled around. Their alignment goes to the person who received their role. Restrictions on role placement (such as the Lord of Typhon) are ignored.

Rogue Spirit

If you are executed, your team wins. Your alignment is randomized. Any ability that would reveal your alignment will fail.

Death

Each night, choose a player. The following day, they will be executed when voting ends. If anyone is mad about you being Death, they die. If you are mad about being Death, every member of your team apart from you dies.

Pandora

Any ability may occasionally backfire and fail to activate. If they fail, they are still “consumed”. If you die, everyone has a 50% chance of becoming Drunk. For the Demon, they would be Compromised instead. Their effect becomes only “Each night, choose a player. They die.”.

Sleepy

Each time you vote, there’s a chance it will not be counted.

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

Normal

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

You will register as the Demon. The Demon will register as a Good player.

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.

Ideam

Each day, the “execution” has an additional effect.

Questions
  • Should this effect be known or secret?

Ego

Everyone’s information only targets themselves, ignoring any restrictions.

Interactions

This seems kind of broken, as it effectively breaks every info role. However, not only does it affect the Widow and Spy, but it also means that the minions and demon do not know each other - as that information would target others.

Charmer

Every night pick two players. The first is mad that the second is Good, or they both die.

Simulacrum

Once per game, you may take back your nomination. You might register as Good. You have an Outsider’s ability, as if you were the opposite alignment.

Fae

The first person that says your name will swap Roles with you the following night.

Decoy

During the Night, you may decide to blow up. If you do so, die. 2 other Good players also die at random. If this activity triggered, even if poisoned/drunk, no other deaths may happen during the night.

Tower

Dead votes secretly do not count. If a majority of Dead votes to execute you, your team loses.

Bloodlust

Each night, pick a player. If that player dies during the following Day, that night you may choose another player to die.

Actor

Every night, you are given a “script” describing a character and an event. During the following Day, if you are Mad about being this character, the “event” will come to pass.

Cataclysm

Every night, you may activate your power. You do not know what your power is, but it will always hurt the Good team in some way. However, it may also hurt the Evil team.

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

Normal

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)

The Patient

If you don’t vote, your votes move to the next day. If you have more votes than Good, your team wins.

Superego

Every night*, choose a player. They die. Every night, you gain the power of a random player until dawn.

Stock

All power in the game are optional. Everytime a power belonging to your team is refused, decrease a counter - and vice versa for the other team. Everyone learns the count at the end of the day.

If the count reaches X, you win (X is random).

Fullfog

Every night*, pick a player - they die. This death will not be announced. Players who die by this way are treated as if they were Poisoned.

Tower of Babel

Everyone’s ability but yours is Drunk. One player must die each night. A number of players equal to the expected Minion count believe to be your Minion. (No Minions).

Great One

Each night, you gain a new ability (No Minions)

  • Night 0: None.
  • Night 1: Each night, you may choose a player - they die.
  • Night 2: Each night, you may choose a player - they are Poisoned.
  • Night 3: Each night, you may choose a player - they become a Minion.
  • Night 4: None.
  • Night 5: Your team wins.

Vampyr

Each night, choose a player. They will be notified that they have been picked. If an Execution happens, that player becomes evil. If they are Executed, they come Vampyr. (No minions)

Loric

Ah, special gimmicks eh?

The Cat

A new role called The Cat is created, starting off as Good. The Cat is publicly known, and cannot die or be targeted by any ability. They cannot nominate nor vote.

Every night, any living player may forfeit their ability until the following Dusk, and instead leave a treat. Every night, the alignment that left the most treats becomes the Cat’s alignment. The Demon’s treats are worth double.

Every night, the Cat may do one of many things:

  • Visit an Outsider: A random Outsider is visited and exposed to The Cat.
  • Relax: Everyone is mad that you are Good until the following Dusk.
  • Menace: Choose a player. Their ability is disabled. Anyone who targets that player until the following Dusk will have something bad happen to them.

Cold War

One of the Minions secretly becomes good. One of the Townsfolk secretly becomes evil.

Blanc

A new role called Blanc is created and assigned to a player. They are always Good and cannot die, or be targeted by any ability.

At any point, Blanc may declare that they have a theory. If so, they must call out everyone’s role and alignment. They have two theories. The game only ends when both theories are used up, but they are aware of when the game would have otherwise ended. When 3 or less people remain - excluding the Blanc, they must use up any remaining theories immediately.

If one of their theories is true, Good wins. Otherwise, Evil wins.

Wild Alcohol

A minimum of one minion is Drunk. For each Drunk Minion, there are 2 Drunk Townsfolk.

Gambling on the Vegas

Every role is souped up to have a much more powerful ability. Each ability also has a 50% chance of backfiring in some way when triggered. You might not know if it backfired.

Outsiders remain the same - however every night there’s a 25% chance of them losing their ability, and a 25% chance of them becoming evil.

Holy Water Upon the Temple of Time

Role types are completely redesigned. Good has the Pantheons and Angels. They still outnumber Evil.

Evil now has the Heir and the Dukes. The Heir can turn one Good into evil during the night, and the Dukes have ways of disrupting Good.

Every day, Good may EXORCISE instead of execute. If they pick Evil, they are Condemned. If they pick Good, that player is secretly offered to join the evil team during the following night.

  • Good wins if they Exorcise the Heir.
  • Good loses if they Exorcise the Pantheon.
  • Evil wins if they turn the Pantheon evil.
  • Condemned only win if no one manages to achieve their victory condition.

Hunger Games

Everyone is starving and has rations. Each night, you may choose to steal one from someone else. Each night, you may also choose someone and keep an eye on them. If they attempt to steal from you, you learn their alignment and role and their theft fails.

Evil does not start out with rations, but the Demon does not require any rations.

If you end the night with 0 rations, you die. If you would lose a ration while at 0 rations, you die.