1. Assassin -
Can you trust them?
The beast clan hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 4 sided dice daily to see the result.
1- The target is killed / minus a life. A new target is selected when no more lives remain.
2- The Assassin/Spy failed and was killed.
3- The Target got away.
4- The Target convinces the Assassin/Spy not to go through with the hit and redeems them into your clan.
Assassins cannot enter the coliseum unless they have been redeemed into your clan.
2. Tailor -
Buttons and Thread!
can give one dragon one piece of apparel a day. Apparel must be acquired in coli or alternatively, you can purchase a piece of apparel from the "marketplace"(any apparel in your hoard.) If purchased from the marketplace the tailor has to roll a 1d20 for travel. On a 1 the tailor dies on the journey.
If you don’t have a tailor you cannot give the kingdom apparel.
3. Knight -
The army stands strong.
These dragons are really strong and get three lives instead of one. They also allow you to pick the dragons you wish to send in Coli instead of picking at random. Knights can not pick dragons for DEATH STREAKS.
4. Alchemist -
For SCIENCE!
can give one dragon one gene or breed change every day. If a dragon receives a gene/breed change they roll a d20. On a 1 the dragon dies in the experiment. If the dragons survive they gain an extra life. You cannot add more than 3 genes to a dragon. You can only change a dragon's breed once.
Genes and breeds cannot be changed without an Alchemist.
5. Doctor -
Keeper of the mighty bandaid.
When a dragon dies on a coliseum team with the Doctor/Nurse/Healer you can flip a coin and see if you can heal them. Heads = Live
Tails = Die.
If the doctor dies they cannot heal themselves. The doctor also gives any dragon who reaches/has reached level 20 two extra lives.
6. Familiar Caretaker -
I hope you’re not allergic to pets.
can give one dragon one familiar per day. Familiars are just for fun and don't add anything to the challenge.
If you don’t have a familiar caretaker you cannot give the kingdom familiars.
7. Nesting-Helper -
This egg is cuter than that one!
Increase your hatchling's chances for survival!
Instead of flipping a coin for each egg hatched, you roll a 1d4. On a 1 the hatchling is exalted.
Instead of rolling a six-sided dice daily for each hatchling who isn’t aged up, you roll a twelve-sided dice. On a 1 the hatchling is exalted.
8. Name Scribe -
What an unfortunate name…
Let's you choose the names of your dragons instead of generating them. You can also rename one dragon a day now!
9. Matchmaker -
Pairing all dragons together!
Matchmakers allow you to “match” dragons and create a permanent pair. Once a pair is permanent they can breed at any time, but they cannot breed with any other dragons unless their spousal dragon dies. On a spousal dragon's death, roll a 6 sided dice. On a 1 the pair had formed a death bond and both are exalted.
10. Scout -
What is that over there?!
lets you choose what area in the coliseum you battle in. Scouts cannot choose areas for DEATH STREAKS.
11. Librarian -
Nerd.
If you have a librarian and a scout in your kingdom, you’ve researched the best route through the first three coliseum areas! Deaths in these areas no longer count unless all your dragons battling faint. Deathstreaks are not affected by librarians.
12. Artist -
Paint everywhere!
Artists are creative and with the things they make they can help other dragons see their own uniqueness! If a dragon rolls a career another dragon possesses already, the dragon can reroll once.
13. Gardener -
Nature holds the key.
If you have a gardener and a doctor in your kingdom, you’ve discovered good plants that can act as medicine and can cultivate it! During plague events, any dragon who rolls a 1 can flip a coin. On heads, the medicine saves them and they are cured of the plague!
14. Necromancer -
Death is nothing more than the other side of a coin.
Insperation from Jaspernoir!
A necromancer can bring back a single dragon that has died that day as a shade. They can use this ability once a day. If you try to bring back a Royal, you must roll a 4 sided dice and only succeed on a 4. Shades are marked in your lair and appear fully as the dragon originally did and can resume the job they had, but cannot gain extra lives or breed. If the Necromancer is exalted, flip a coin for each shade. On heads, the shade is fully restored as a normal dragon. On tails, the shade is exalted with the Necromancer.
15. Blacksmith -
Iron and Gold
The blacksmith provides your dragons with weapons to fight better. If you have a Blacksmith and a Teacher, you can use your teacher's ability twice a day.
16. Engineer -
Don’t cut the blue wire!
Inspired by Pikabolt
Brings your kingdom out of the dark ages. Flip a coin. On heads, they give a random dragon an extra life. If tails they do nothing.
You
must roll a d20 for them each day. On a 1 they manage to cause an explosion. Roll a 1d4 to see what happens.
1. They blow themselves up and are exalted or lose a life.
2. They blow up a small piece of the kingdom. Roll a 1d12 for every dragon in your clan. On a 1 the dragon is caught in the explosion and is exalted / loses a life.
3. They cause a MASSIVE explosion and take out a chunk of the kingdom. Roll a 1d6 for every dragon in your kingdom. On a 1 the dragon is exalted / loses a life.
4. The explosion was a harmless but very large smoke bomb, nobody is injured.
17. Ambassador -
Representing your Kingdom.
Ambassadors can try and find dragons to join your kingdom once per day. Roll a 1d4 to see if they are successful.
1. Is attacked! Flip a coin. On tails, the Ambassador is exalted / loses a life.
2. Is unsuccessful
3. Is successful! Buy the cheapest dragon from the auction house to join your kingdom.
4. Is successful! Buy the cheapest dragon from the auction house to join your kingdom.
18. Teacher -
Learn from the best.
Having a teacher allows you to pick two dragons lower leveled than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher
does not accompany the dragons in Coli. If there are no dragons lower leveled than the Royal the teacher can instead train the Royal themselves to gain a single level.
19. Fortune Teller -
What do the cards say?
A fortune teller can see the future and thus can choose to disregard one Pinkerton pull once per day, resulting in nothing happening. If they use this ability the Fortune Teller flips a coin. On tails they are exalted.
20. Royal -
The one in charge.
There can only be one. If another dragon rolls for the Royal while there is one already, the two dragons then battle and a 4 sided dice is rolled to see what happens.
1- Both dragons die.
2- The Royal dies and the new Royal is crowned.
3- The challenging dragon dies and the Royal continues their reign.
4- Misunderstanding. They choose not to duel and the royal lets them reroll for a career.
The royal is also responsible for populating your clan. They can nest at any time as soon as their cooldown is over.
The royal is immune to death ONLY in the coliseum. If your Royal is killed and there are no dragons to take the place, the challenge is over. Dragons who become Royal must quit their previous jobs.