I mostly like the Rune Knight subclass. I think that the giant stuff other than the late game growing between 3" to 1' could go. The slight growth for overcrafting the runes does seem like a funny "oops" moment in game. The parts that make me more intrigued by the subclass is honestly the runes themselves. You should be able to gain the use of all but one of the listed runes by capstone level and know the language of the original runeforgers. That sounds cool. Making it so that you have multiple invoking of the runes is good, but I think the real capper could have been being able to have up to 2 runes per object engraved. As it is, you'll eventually have to put a rune on a suit of armor, a shield, and three weapons as well as have all that on your person at all times.
Swarmkeeper is one that initially didn't impress me, until someone on the Discord brought up all the different kinds of tiny beasts you could make the swarm be. Technically, the fey spirits themselves could take the form of a swarm of pygmy cows. But more reasonably, you could have a Ranger who just started out as a beekeeper who decided to give up the farm and go hunting. It is a different take on faking a better Beast Master Ranger, but definitely one that grows on you as you look at it.
But the Revived Rogue. I think it's agreed that this one is a headscratcher of a subclass idea. It reads more like a homebrewed alternative to a subclass for a reincarnation heavy campaign. I won't lie and say the abilities aren't cool, because they are. The subclass just feels like a leftover from a homebrew campaign, but one I would have been willing to play in.
A better collection of my thoughts after having some more time to digest it:
Rune Knight
Absolutely love that they are finally creating a rune based fighter, I have been waiting forever.
The only thing that i can really say about it that i dont like is that, it feels like this subclass is more focused around the Giant aspect than the Rune aspect, which is mostly just disappointing. However, it does give you a lot of different things you can do, which is almost overpowered but it IS the figher and you kinda need to give them a lot in order to really change the fundamentals of the fighter. Also just love me more intelligence based class options
Swarmkeeper
Really wish they were continuing with the Revised Ranger but oh well, i will just continue to homebrew incorporate the other subclasses. I am indifferent about this one tho
It is a very interesting idea, the fact that you just always have fairies around you. The roleplay potential of this class is amazing, if a bit too meme-y but that can always be changed depending on who you are. I also love the continuation of the ranger spells, cause Free Prepared/Known spells are always helpful (and a cantrip!) The actually features you get from the rest of this class just seem.... awkward to me. I cant quite put my finger on it, maybe its that they are almost all just "fey do this" and "fairy do that", not really giving you much to yourself, but idk
The Revived
Oh boy. Im not too convinced that the rogue even needs more subclasses, but here we go......
My first reaction to this subclass is the very thing everyone else is saying, Why Is This A Rogue. Or even a subclass for that matter. Most of the features you get from this class are actually really cool, but the idea that you are a rogue, who doesn't learn spells, who is supposed to be magically inclined makes no sense. THis seems like a super complex homebrew background option that is basically another class (kinda like one ive actually played before). I think it could make a lot more sense and maybe even work better if it was like a Warlock version of the Arcane Trickster/Eldritch Knight style, and it would make the weird things less out of the blue i think.
Connect with dead, i find it odd that you can speak with dead and then you gain a good temporary bonus. All people who play this are gonna just talk to the first dead thing you find just so you have the benefit. Audience with death is just a weird Augury/Commune??? with the ability to change your personality traits, but like...... ive never met anyone who actually uses those?
All the UA that has come out so far peak at the first few two that came out imo
"It's a mess. What is the damage roll that I am adding my dex modifier to? 1d4? 1d6? 1d8?"
^ It is just a pure Sneak Attack damage roll - there aren't any additional dice in place of a weapon.
Agree it gels oddly with most Cunning Actions, and - while it is effectively a bonus action attack to combine with a standard attack action - it certainly won't supplant weapon attacks in many situation (such as your example). If anything, the biggest danger of it is that it could be OP with Sharpshooter; Cunning Action > Bolts from the Grave (full accuracy) > Sharpshooter attack at penalty after safely landing Sneak Attack, removing the risk element.
Its a ranged SPELL attack so you cant use any benefits that typically augment the martial aspect of a rogue, which is whats so awkward about it. It feels like the tried to imitate the Path of the Totem Warrior, where is a magic influenced class but not a spellcaster, but to me it kinda fell off and would work a bit better if it just did have More magic
Rune Knight: Good idea, interesting concept with the runes, should not be tied directly to giants. I ADORE the idea of a fighter engraving runes onto their weapons to get special abilities. I do not like the idea of a fighter that is able to turn into a giant and use runes. Just remove the inherent giant flavoring (but keep the spirit of the runes the same, and say that they are connected to Giants in the inherent flavor text), and make a rune of Giant Size that lets you do the big thing once per long rest, and I'd honestly be better with that conceptually. Also needs some nerfs, but its UA, its supposed to be somewhat overpowered so they can nerf it when it comes out.
Swarmkeeper: Good idea! Decent execution. I actually think this one makes more sense as a ranger subclass. It kinda feels like "WoTC's apology to the beastmaster". It is an animal pet subclass. I also like the idea of a ranger with a constant swarm of bees.
Revived: Great idea for a subclass, phenomenal plot hook, and good execution. I have no idea what they were thinking by attaching this to the rogue. This should have been a sorcerer subclass. You are getting magical powers from previous incarnations, or from the spirit of death, and have abilities tied to it. In gameplay terms, it would fit both a rogue and a sorcerer. If I want my character to, after being resurrected, gain some form of death powers when i level up, i should not have to spend 3 levels in rogue to do that. It makes no sense that you suddenly discover you are a reincarnation of older people and can commune with death at 3rd level. This is a sorcerer subclass idea that they are tacking onto the rogue because they are looking to have a rogue subclass. I love this subclass, but it makes no sense to be the rogue.
Revived: Great idea for a subclass, phenomenal plot hook, and good execution. I have no idea what they were thinking by attaching this to the rogue. This should have been a sorcerer subclass. You are getting magical powers from previous incarnations, or from the spirit of death, and have abilities tied to it. In gameplay terms, it would fit both a rogue and a sorcerer. If I want my character to, after being resurrected, gain some form of death powers when i level up, i should not have to spend 3 levels in rogue to do that. It makes no sense that you suddenly discover you are a reincarnation of older people and can commune with death at 3rd level. This is a sorcerer subclass idea that they are tacking onto the rogue because they are looking to have a rogue subclass. I love this subclass, but it makes no sense to be the rogue.
I'd actually put this as a bard subclass, curiously enough...bards are natural skill monkeys, and stacking even more proficiencies let's them continue to thrive in their role.
Bards also tend to have a fascination with history or legends; unlocking the memories of a past life and adding the experience to their repertoire seems approriate...and speaking with dead allows them to consolidate that sweet lore.
Perhaps their musical skill is literally the soul of a departed working through their hands...a chilling thought.
I believe bards had such a subclass in prior editions...a Dirgesinger, was it?
Of the three, the only one I'm really interested in is the Rune Knight. I think it probably needs more tweaking, but it's an interesting idea. Plus, it's nice to see another martial subclass for people who don't like dumping Int :)
A few thoughts on theme. First I think that the ranger theme fits well, we must remember that the ranger is as much connected with nature as the druid. They are more warrior like than the druid but still bound to nature, so giving them these fey swarms is great. I really like the theme and I think a lot of people are going to have fun with this build.
Second for the fighter, the idea of giant ruins having been previously introduced in the game, and the fact that some fighters have an interest while perhaps not a knack for the arcane works with this, a fighter who tends their own equipment that comes across the secret of giantish magic starts using it to empower themselves to be an even greater warrior, I would probably have made the giant size ability a rune and let them start with three instead of two, then again I would have probably allowed them to put it on other things than arms and armor.
the rogue, seems a little odd to me but I can see the fun in it, that being said pretty sure if you come back from near death and no longer need food air or sleep you might be undead.
Having given it a day to settle in, I dislike the Rune Knight even more than when I originally saw it. Everything related to the runes themselves are fine, but becoming a giant is not only mechanically wrong for the Fighter class, the more you think about WHY the fighter can do this, the less sense it makes (and no, just saying, "it's magic" isn't a viable argument). That's not even going into how Giant's Might completely steps on the Barbarian's toes, since in all but name, it is a Rage power given to the fighter for no reason with literally none of the downsides that might come with a Rage.
As everyone else has said, nothing about the Revived says "Rogue" to me. This sort of thing might work as 3.0/3/5 prestige class, but it doesn't work here. Heck, it would probably work better as a series of feats, decoupled from the cunning action use.
I dont think anyone is arguing that the character building potential for the rogue subclass is bad. Its there and its hella good. Hiwever i feel like saying “the rogue is now the ‘second chance at life’” class in some ways limits what you feel like you are Allowed to do with other classes. This is something that people have been doing forever so to now come out and say Rogues Only is super lame
I mean I really dont dislike it as a subclass concept. Here is my issue with it. It should not be a rogue subclass. Lorewise, it fits the description of a sorcerer downpat, and can very easily be adapted into one, which would also allow other classes to get a taste of the roleplaying potential without taking 3 levels in rogue.
A friend of mine took the "Revived" UA and reworked it as a race. +2 Con, +1 Flex Stat, advantage on/resistance to poison, advantage on death saves, the "Revived Nature' thing where you don't eat, drink, breathe, or sleep but you have to Sentry's Rest for four hours instead, and the 'Memories of Past Lives' floating proficiency. The Revived's other later-level abilities were intended to be done as racial feats with level requirements.
Pretty stacked race, but you know what? It worked so much better as a race than as a subclass. The flex stat let you acknowledge whatever your original pre-death race was, Revived Nature feels very racial traits-y anyways, and the MoPL floating proficiency is a good, solid unique racial bonus. As a race, I see this being a really cool and interesting way to do new and different stories. As a rogue subclass, it's manure.
I mean I really dont dislike it as a subclass concept. Here is my issue with it. It should not be a rogue subclass. Lorewise, it fits the description of a sorcerer downpat, and can very easily be adapted into one, which would also allow other classes to get a taste of the roleplaying potential without taking 3 levels in rogue.
At at a glance, the Rune Knight looks like a giants flavored Battle Master. But I like the difference of juggling which passives you want, at the cost of having fewer specialty attacks/bonuses. Makes the decision meaningful beyond an aesthetic one. The party protection feature at level 7 feels just a touch out of place, though, considering the rest of it seems pretty self-serving (eg I want these bonus skills and I get taller which only helps me), and you don't get another support ability until 18 so I guess it's to synergize some of your kit options. The 10 & 15 seem a little dull at first, since they're just number boosts, but I like getting to pick out some of the tools you had to ignore prior.
Mechanically, the Swarmkeeper seems fine. Has a bit of what you need in your archetype to get someone to even play a ranger in the first place; ie a way to more damage and more spells known. Nice to see some extra mobility in there too though, to help sell the pathfinding aspect harder. I'll admit, though, more than anything, I'd play one just for the bizarre gimmick of it. Just a whole coat full of little powder blue fey bees or something, crawling all over you constantly. Sounds neat. Plus it makes for wild backstory material. "Yeah I got lost in the feywild for half a year and now apparently these are all my daughters."
Revived hits that little immersion break that non level 1 archetypes sometimes do, where you suddenly have new parts or powers, but harder. You hit level 3 and the next morning you can just stop eating or drinking ever. But like, it's not a BAD kit. I'm just inclined to agree that it feels so weird that it's a rogue. And a magic sneak attack dart? Feels a little useless when you can more flexibly utilize, and even get more damage from a shortbow. I think the overall flavor of the concept, and some of the features already laid out here, would server far better as a retooled sorcerer concept. I could see like, a ghost flavored sorcerer, drawing upon skills and abilities from the phantoms that haunt them, or what have you.
Maybe Im looking at it wrong, but the Revived Rogue's "bolt" ability feels a bit too powerful. Like, I imagine it would allow the rogue to just run circles around an enemy and consistently pour sneak attack damage into an enemy (which in this case is necrotic damage, and would overcome most early-level resistances). The whole time, the rogue gets to dash or disengage or hide as well, which is already to their benefit, and still get to make their normal attack action on their turn if they want. Like, it seems like they are basically getting a sneak attack bonus action every turn, while also maneuvering the battlefield, without having to meet any prerequisite conditions for a sneak attack.
Admittedly, getting your sneak attack as a rogue isn't super difficult to begin with, it feels like this ability is sorta handing it to them on a silver platter, since it is now part of using Cunning Action, which again is already to the player's benefit to use every turn.
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All in all, I feel that this latest outpouring of classes has been a bunch of duds. Well, maybe not duds, but certainly unnecessary. I wish they had focused their efforts on getting the Mystic (or some Psionic) ready to go.
Apparently I am one of few who likes the revived rogue as roleplaying concept and from a mechanical standpoint, too.
His Bolts from the Grave ability is really strong, he can sneak attack twice per round: first he uses his Cunning Action and fire that sneak attack bilt, then he can ready his action to sneak in the enemy turn again. Really strong ranged character with a lot of damage and great kiting abilities.
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I mostly like the Rune Knight subclass. I think that the giant stuff other than the late game growing between 3" to 1' could go. The slight growth for overcrafting the runes does seem like a funny "oops" moment in game. The parts that make me more intrigued by the subclass is honestly the runes themselves. You should be able to gain the use of all but one of the listed runes by capstone level and know the language of the original runeforgers. That sounds cool. Making it so that you have multiple invoking of the runes is good, but I think the real capper could have been being able to have up to 2 runes per object engraved. As it is, you'll eventually have to put a rune on a suit of armor, a shield, and three weapons as well as have all that on your person at all times.
Swarmkeeper is one that initially didn't impress me, until someone on the Discord brought up all the different kinds of tiny beasts you could make the swarm be. Technically, the fey spirits themselves could take the form of a swarm of pygmy cows. But more reasonably, you could have a Ranger who just started out as a beekeeper who decided to give up the farm and go hunting. It is a different take on faking a better Beast Master Ranger, but definitely one that grows on you as you look at it.
But the Revived Rogue. I think it's agreed that this one is a headscratcher of a subclass idea. It reads more like a homebrewed alternative to a subclass for a reincarnation heavy campaign. I won't lie and say the abilities aren't cool, because they are. The subclass just feels like a leftover from a homebrew campaign, but one I would have been willing to play in.
A better collection of my thoughts after having some more time to digest it:
Rune Knight
Absolutely love that they are finally creating a rune based fighter, I have been waiting forever.
The only thing that i can really say about it that i dont like is that, it feels like this subclass is more focused around the Giant aspect than the Rune aspect, which is mostly just disappointing. However, it does give you a lot of different things you can do, which is almost overpowered but it IS the figher and you kinda need to give them a lot in order to really change the fundamentals of the fighter. Also just love me more intelligence based class options
Swarmkeeper
Really wish they were continuing with the Revised Ranger but oh well, i will just continue to homebrew incorporate the other subclasses. I am indifferent about this one tho
It is a very interesting idea, the fact that you just always have fairies around you. The roleplay potential of this class is amazing, if a bit too meme-y but that can always be changed depending on who you are. I also love the continuation of the ranger spells, cause Free Prepared/Known spells are always helpful (and a cantrip!) The actually features you get from the rest of this class just seem.... awkward to me. I cant quite put my finger on it, maybe its that they are almost all just "fey do this" and "fairy do that", not really giving you much to yourself, but idk
The Revived
Oh boy. Im not too convinced that the rogue even needs more subclasses, but here we go......
My first reaction to this subclass is the very thing everyone else is saying, Why Is This A Rogue. Or even a subclass for that matter. Most of the features you get from this class are actually really cool, but the idea that you are a rogue, who doesn't learn spells, who is supposed to be magically inclined makes no sense. THis seems like a super complex homebrew background option that is basically another class (kinda like one ive actually played before). I think it could make a lot more sense and maybe even work better if it was like a Warlock version of the Arcane Trickster/Eldritch Knight style, and it would make the weird things less out of the blue i think.
Connect with dead, i find it odd that you can speak with dead and then you gain a good temporary bonus. All people who play this are gonna just talk to the first dead thing you find just so you have the benefit. Audience with death is just a weird Augury/Commune??? with the ability to change your personality traits, but like...... ive never met anyone who actually uses those?
All the UA that has come out so far peak at the first few two that came out imo
Its a ranged SPELL attack so you cant use any benefits that typically augment the martial aspect of a rogue, which is whats so awkward about it. It feels like the tried to imitate the Path of the Totem Warrior, where is a magic influenced class but not a spellcaster, but to me it kinda fell off and would work a bit better if it just did have More magic
the new rogue just reminds me of the outsider by lovecraft of of cold air by the same author
Here is my opinions:
Rune Knight: Good idea, interesting concept with the runes, should not be tied directly to giants. I ADORE the idea of a fighter engraving runes onto their weapons to get special abilities. I do not like the idea of a fighter that is able to turn into a giant and use runes. Just remove the inherent giant flavoring (but keep the spirit of the runes the same, and say that they are connected to Giants in the inherent flavor text), and make a rune of Giant Size that lets you do the big thing once per long rest, and I'd honestly be better with that conceptually. Also needs some nerfs, but its UA, its supposed to be somewhat overpowered so they can nerf it when it comes out.
Swarmkeeper: Good idea! Decent execution. I actually think this one makes more sense as a ranger subclass. It kinda feels like "WoTC's apology to the beastmaster". It is an animal pet subclass. I also like the idea of a ranger with a constant swarm of bees.
Revived: Great idea for a subclass, phenomenal plot hook, and good execution. I have no idea what they were thinking by attaching this to the rogue. This should have been a sorcerer subclass. You are getting magical powers from previous incarnations, or from the spirit of death, and have abilities tied to it. In gameplay terms, it would fit both a rogue and a sorcerer. If I want my character to, after being resurrected, gain some form of death powers when i level up, i should not have to spend 3 levels in rogue to do that. It makes no sense that you suddenly discover you are a reincarnation of older people and can commune with death at 3rd level. This is a sorcerer subclass idea that they are tacking onto the rogue because they are looking to have a rogue subclass. I love this subclass, but it makes no sense to be the rogue.
I'd actually put this as a bard subclass, curiously enough...bards are natural skill monkeys, and stacking even more proficiencies let's them continue to thrive in their role.
Bards also tend to have a fascination with history or legends; unlocking the memories of a past life and adding the experience to their repertoire seems approriate...and speaking with dead allows them to consolidate that sweet lore.
Perhaps their musical skill is literally the soul of a departed working through their hands...a chilling thought.
I believe bards had such a subclass in prior editions...a Dirgesinger, was it?
Of the three, the only one I'm really interested in is the Rune Knight. I think it probably needs more tweaking, but it's an interesting idea. Plus, it's nice to see another martial subclass for people who don't like dumping Int :)
A few thoughts on theme. First I think that the ranger theme fits well, we must remember that the ranger is as much connected with nature as the druid. They are more warrior like than the druid but still bound to nature, so giving them these fey swarms is great. I really like the theme and I think a lot of people are going to have fun with this build.
Second for the fighter, the idea of giant ruins having been previously introduced in the game, and the fact that some fighters have an interest while perhaps not a knack for the arcane works with this, a fighter who tends their own equipment that comes across the secret of giantish magic starts using it to empower themselves to be an even greater warrior, I would probably have made the giant size ability a rune and let them start with three instead of two, then again I would have probably allowed them to put it on other things than arms and armor.
the rogue, seems a little odd to me but I can see the fun in it, that being said pretty sure if you come back from near death and no longer need food air or sleep you might be undead.
Having given it a day to settle in, I dislike the Rune Knight even more than when I originally saw it. Everything related to the runes themselves are fine, but becoming a giant is not only mechanically wrong for the Fighter class, the more you think about WHY the fighter can do this, the less sense it makes (and no, just saying, "it's magic" isn't a viable argument). That's not even going into how Giant's Might completely steps on the Barbarian's toes, since in all but name, it is a Rage power given to the fighter for no reason with literally none of the downsides that might come with a Rage.
As everyone else has said, nothing about the Revived says "Rogue" to me. This sort of thing might work as 3.0/3/5 prestige class, but it doesn't work here. Heck, it would probably work better as a series of feats, decoupled from the cunning action use.
I dont think anyone is arguing that the character building potential for the rogue subclass is bad. Its there and its hella good. Hiwever i feel like saying “the rogue is now the ‘second chance at life’” class in some ways limits what you feel like you are Allowed to do with other classes. This is something that people have been doing forever so to now come out and say Rogues Only is super lame
I mean I really dont dislike it as a subclass concept. Here is my issue with it. It should not be a rogue subclass. Lorewise, it fits the description of a sorcerer downpat, and can very easily be adapted into one, which would also allow other classes to get a taste of the roleplaying potential without taking 3 levels in rogue.
A friend of mine took the "Revived" UA and reworked it as a race. +2 Con, +1 Flex Stat, advantage on/resistance to poison, advantage on death saves, the "Revived Nature' thing where you don't eat, drink, breathe, or sleep but you have to Sentry's Rest for four hours instead, and the 'Memories of Past Lives' floating proficiency. The Revived's other later-level abilities were intended to be done as racial feats with level requirements.
Pretty stacked race, but you know what? It worked so much better as a race than as a subclass. The flex stat let you acknowledge whatever your original pre-death race was, Revived Nature feels very racial traits-y anyways, and the MoPL floating proficiency is a good, solid unique racial bonus. As a race, I see this being a really cool and interesting way to do new and different stories. As a rogue subclass, it's manure.
Please do not contact or message me.
Shadow sorcerer is already 2/3 of the way there.
At at a glance, the Rune Knight looks like a giants flavored Battle Master. But I like the difference of juggling which passives you want, at the cost of having fewer specialty attacks/bonuses. Makes the decision meaningful beyond an aesthetic one. The party protection feature at level 7 feels just a touch out of place, though, considering the rest of it seems pretty self-serving (eg I want these bonus skills and I get taller which only helps me), and you don't get another support ability until 18 so I guess it's to synergize some of your kit options. The 10 & 15 seem a little dull at first, since they're just number boosts, but I like getting to pick out some of the tools you had to ignore prior.
Mechanically, the Swarmkeeper seems fine. Has a bit of what you need in your archetype to get someone to even play a ranger in the first place; ie a way to more damage and more spells known. Nice to see some extra mobility in there too though, to help sell the pathfinding aspect harder. I'll admit, though, more than anything, I'd play one just for the bizarre gimmick of it. Just a whole coat full of little powder blue fey bees or something, crawling all over you constantly. Sounds neat. Plus it makes for wild backstory material. "Yeah I got lost in the feywild for half a year and now apparently these are all my daughters."
Revived hits that little immersion break that non level 1 archetypes sometimes do, where you suddenly have new parts or powers, but harder. You hit level 3 and the next morning you can just stop eating or drinking ever. But like, it's not a BAD kit. I'm just inclined to agree that it feels so weird that it's a rogue. And a magic sneak attack dart? Feels a little useless when you can more flexibly utilize, and even get more damage from a shortbow. I think the overall flavor of the concept, and some of the features already laid out here, would server far better as a retooled sorcerer concept. I could see like, a ghost flavored sorcerer, drawing upon skills and abilities from the phantoms that haunt them, or what have you.
Maybe Im looking at it wrong, but the Revived Rogue's "bolt" ability feels a bit too powerful. Like, I imagine it would allow the rogue to just run circles around an enemy and consistently pour sneak attack damage into an enemy (which in this case is necrotic damage, and would overcome most early-level resistances). The whole time, the rogue gets to dash or disengage or hide as well, which is already to their benefit, and still get to make their normal attack action on their turn if they want. Like, it seems like they are basically getting a sneak attack bonus action every turn, while also maneuvering the battlefield, without having to meet any prerequisite conditions for a sneak attack.
Admittedly, getting your sneak attack as a rogue isn't super difficult to begin with, it feels like this ability is sorta handing it to them on a silver platter, since it is now part of using Cunning Action, which again is already to the player's benefit to use every turn.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
The Storm Rune ability seems crazy powerful to me - a minute of giving advantage/disadvantage to whoever you want once per round?
All in all, I feel that this latest outpouring of classes has been a bunch of duds. Well, maybe not duds, but certainly unnecessary. I wish they had focused their efforts on getting the Mystic (or some Psionic) ready to go.
Swarmkeeper seems super fun from a roleplaying standpoint...has anyone thought about a Golgari swarmkeeper on Ravnica?
Revived just makes no sense. This should be a background, not a subclass, and especially not a rogue subclass you suddenly become at 3rd level.
But hey, with Rune Knight, we can now make Bronze Yohn Royce from Game of Thrones, so that's cool.
Wizard (Gandalf) of the Tolkien Club
Apparently I am one of few who likes the revived rogue as roleplaying concept and from a mechanical standpoint, too.
His Bolts from the Grave ability is really strong, he can sneak attack twice per round: first he uses his Cunning Action and fire that sneak attack bilt, then he can ready his action to sneak in the enemy turn again. Really strong ranged character with a lot of damage and great kiting abilities.