Flamestrike
Legend
Remember that "Aim" means sacrificing doing anything else on your turn, which means, from an actual play experience standpoint, waiting for it to come all the way around to make one shot (with advantage) and then do literally nothing else with the class that usually gets to do something else.
I like it on Scout Rogues because you can use half your movement (as a reaction) to back off when the enemy ends its turn next to you.
It competes with Uncanny dodge from 5th level, but there are plenty of times where the free 20' move as a reaction is totally a better option than half damage from 1 attack.
The familiar goes on the familiar's turn. You roll separate initiatives.
Ah, true. Thats even worse.