Ritualist

Each night you sacrifice another soul to your dark god in the hopes of unleashing him upon this wretched world.
==Experimental==
*This is an Experimental role. Experimental roles are roles that require more testing before they can appear in most games (specifically episodes, which are our more competitive setups).
==Rolecard==
===Ritualist===
*Welcome, [Player Name], you are a Ritualist.
*Your alignment is Coven Evil.
=====Abilities:=====
*Once, at night, you may choose to guess another players role. When guessing correctly, you will attack your target ignoring protection.
**You may only guess Town roles, but not Citizen.
**If you guess wrong, then you will be revealed as the Ritualist at the start of the next day.
*Each night, instead of guessing, you may prepare a Ritual on a target. This is a visit that does nothing.
**You always know who you visited when preparing a Ritual.
*You may also choose to conduct a previously prepared Ritual. This will attack your target and remove the preparation.
**Conducting a Ritual is not a visit.
=====Necronomicon Abilities:=====
*You gain detection immunity.
*You may now also guess Citizen and non-town roles.
*You may guess every night now.
*You will no longer be revealed when guessing 
=====Coven Abilities:=====
*Factional Communication: You may talk to the other members of the Coven at all times.
*Necronomicon: The Coven will receive the Necronomicon on night 3 and the Coven Leader will receive it first, after that the Coven may choose who will hold it until the holder dies, if nobody is holding it.
=====Win Condition:=====
*You win when everyone who opposes the Coven has died.
==Alternative Names==
*N/a
==Role Interaction==
*The Ritualist is a unique role, meaning it cannot appear more than once per game.
*Necronomicon abilities are only available if the Ritualist is holding it.
*If the Coven does not choose a member that receives the Necronomicon during a night that the Necronomicon is not being held, then it is assigned at random.
*If the Ritualist's target was protected or had night immunity, then the Ritualist will learn that the attack failed, but not what caused it to fail.
*The Ritualist does only ignore protective abilities, but not defense and immunities, meaning the only affected roles are Town Protective roles and the Potion Master.
*The Veteran is also unkillable by the Ritualist when on alert.
*Guessing is seen as a visit by Tracker, Lookout, Agent and Blackmailer
*Correctly guessing the role of a Bodyguard or Doctor who are using their 1-shot self protection, will ignore said protection.
*Correctly guessing the role of a player jailed by a Jailor, will have the action fail regardless of the guess, however, if the guess was correct, the target will still be attacked in jail and if the guess was false, then the Ritualist will still be revealed, should they not be holding the Necronomicon.
*The Ritualist ignores the Transporter.
*When redirected by a Coven Leader or Witch, the Ritualist will be forced to prepare a Ritual on the player it is redirected to, even if no visit was planned to be taken. If a Ritual is already prepared, it will be conducted instead.
*The Ritualist may only prepare one Ritual on the same player at any time.
*The Ritualist may prepare any amount of Rituals, given it is on unique players.
*Attempting to prepare a Ritual on a target that already has a Ritual prepared on it will see the action fail.
*If a Ritual fails to kill its target, a new Ritual may be prepared on the same target on a future night.
==Strategy==
TBA
==Links== 
*All Coven Roles
*All roles
*A detailed list of win conditions
==Thumbnail==