*mostly because being a revenant is an acquired condition, so you would expect a character to first being a regular member of her race/subrace, then becoming a revenant... at which point you lose your subrace defining abilities (for some like Drow this would mean to seriously undermine their identity)? I don't like mechanics that undo your character, I don't think this plays well unless you are starting the campaign as a revenant.
Is the character more or less undone as a revenant than just staying dead and rerolling? Rising from your grave to walk the earth once more as a vengeance-seeking undead is
going to mess with a character's identity.
I can see that some fine-tuning may be needed on a subrace-by-subrace basis, but it should be do-able for a DM to tweak it on the fly. I'd certainly expect something more complete if it appeared in an official book, but UAs are , as they say written in pencil for testing of the concept.
Monster Hunter is a very trivial concept IMHO. It's not a lot more specific than "monsters fighter" which is almost what every D&D character is, and it fact this implementation ends up having very generic features. But if you make it more narrow like focusing on one type of monsters, you end up with the good-old problems of Ranger's favored enemies. All in all, this is as bland as it is certainly playable, but I would have rather wanted some more original additions...
I think the name is from the Ravenloft ethos, where monsters are more often hidden in human form. Its from a horror genre rather than a "going down holes to beat up goblins" genre.
Thus, other than the generic attack- or damage-boosting abilities, you
have the more unique, focused ones: boosting your ability to break out of or resist the mental effects that a lot of horror monsters use. Improving your ability to detect the deceptions of both human and supernatural monsters. Some slightly mystical rituals to help you hunt monsters, and a damage boost against the most unnatural beings.
While it has Superiority dice like a Battlemaster, it
doesn't have maneuvers like the Battlemaster.
Inquisitive on the other hand is a very nice concept. Unfortunately the Sneak Attack boosts don't follow the concept. I would assume that this subclass should attract people who want to play an investigator/detective, so why offering combat boosts? The Rogue base class already provides good combat capabilities, it doesn't make sense to think that every subclass must be equally good in combat, because subclasses are exactly one of those areas which can provide a "dial" between the 3 pillars. Why throwing away a degree of design freedom?
Thematically its probably based from the Sherlock Holmes films, where he uses his insights into people from the little cues they drop to predict how they will react and where they will be vulnerable to plan the fight.
Most Rogue subclasses gain a bonus usable in combat at that point.[/QUOTE]