The one thing I miss about Town of Salem is the Medium and Retributionist, and a widely-suggested role idea there is the Necromancer.




Medium
Town Investigative?


Day Ability: Can decide who to seance.
Night Ability: Can talk with the dead
Attributes:
- You will anonymously speak with the dead and see their chat at night.
- The dead is anonymous to you as well.
- Once dead, you may speak to a live person at night. (called seance
Variables:
- Can seance once/twice/thrice (DEFAULT: Once)
Results:
Sheriff: Innocent
Investigator: Disturbing the Peace

Reasoning: Being dead sucks. There is not much to do, and you can not earn much from staying to the end if you end up losing. With the implementation of the Medium and/or the other two roles listed below, dead townies can help the medium, and dead anti-townies can fool them, and if the Medium dies, he can tell the dead's feedback to a living person at night, allowing them to record it in their LW. He can also counter the Janitor/Incense Master, given that the other hard counter, Coroner, is very rare to see.

Ex: An investigator finds the Godfather, but he is killed and cleaned by the Mafia. However, lets pretend that the day after the invest died, the consigilere is lynched. Thus, the invest will be telling the medium the next night who is GF, but the consig may take the anonymity to his own advantage and counter the invest's leads, confusing the Medium. If it was not for the invest, the Medium can be fooled to accusing the wrong person as being Mafia, and if not for the dirty little lying consig, than the Medium will be told a crucial piece of info, and can write it in his LW, announce it the next day, or PM a confirmed townie the info.




Retributionist
Town Power


Day Ability: NONE
Night Ability: Revive any dead townie at night, allowing him to come back the next day.
Attributes:
- You may only revive n number of times. (depending on the variables)
- You can not revive Town Power and Town Government roles (except Bus Driver, Mason, and Citizen)
- If you have 2 revives, you can not revive the same person twice.
Variables:
- Can revive one/two dead townies. (Default: ONE)

Results:
Sheriff: Innocent
Investigator: No crime

Reasoning: The Retributionist can be an "one-trick dog" role, although easy to confirm oneself. This is why it is a Town Power role, since it is hard to counter-claim a ret claiming to have done his action after a townie comes alive, but they will not be too powerful, since after they use up their one or two revives, they are basically a citizen without vests, but with a status as a definite townie, allowing role calls in the absence of another Town Power/Government role, or when the Mayor/Marshall has not revealed yet. This can also provide another reason for townies to stay, with the hopes that there can be a second chance (unless it is confirmed that a Ret is impossible).
So not only can they be a confirmed town, but they can also boost the town by numbers and capabilities in an emergency situation.

Example: The bodyguard has just died protecting the mayor, killing an Enforcer in the process. The mayor is saved from one threat, but still has the Dragon Head, a Witch controlling a Vigilante, and an Arsonist to worry about. Thus, the Retributionist revives the Bodyguard. (For all intents and purposes, let's pretend that the Detective can see who the Ret decides to revive) The Detective than reports that he saw the Ret "visit" the now-alive bodyguard, confirming him and cementing his position in the town. This means there are two confirmed townies (the Mayor and the Ret), and the Bodyguard can protect a townie again. If anyone doubts them, the Retributionist can revive another townie to prove themselves, if possible.
Now let's say the Bodyguard dies again protecting the Mayor, this time, he gets the Arsonist at the cost of his own life. The Retributionist (let's assume he has 2 revives) can not re-revive the same bodyguard, and must revive someone else.


(Possibily OP and balance-upsetting)

Necromancer
Neutral Benign


Day Ability: Decide who to revive the first moment night comes.
Night Ability: None
Attributes:
- You may only revive n number of times. (depending on the variables)
- You can not revive unique roles (except the MM) or the Jester.
- Reviving a killing role (Town Killing, Godfather, Dragon Head, Arsonist, Serial Killer, and Mass Murderer) takes up 2 revives instead of one if the Revive Number attribute is set to 2. If set to 1, it takes up your only revive.
- Anyone who you select to revive at day will be brought back alive when night begins instead of when day begins.
Variables:
- Can revive one/two dead roles. (Default: ONE)

Results:
Sheriff: None
Investigator: None

Reasoning: They are also a wild card that can tip the favor of the game to whoever the Necromancer decides to align themselves with.
The reason for the 2 revives for 1 killer attribute is that, imo, a necro who can revive one killing role and one non-killing role, or even TWO killing roles, may be too OP, and can greatly boost the faction whose killing role is brought back and active.