I. The Revenant - For the skimmer, a quick explanation of the basic concept and its attributes, strengths, weaknesses and originality.
II. Tactics - For those with some time on their hands, a brief illustration of a few battle strategies.
III. Skills - For the ambitious reader, a tentative list of skills.
I. THE REVENANT


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Background:
Revenants know that the body is but a vessel for its spirit. Aided by powerful drugs and lifetimes of meditation, these ascetics learn to induce and then later control out-of-body experiences. For short periods of time, they can leave their inanimate husks behind and explore the world unrestricted. While in this ethereal form, Revenants may inhabit and manipulate other people and objects with devastating effects. Their favored weapons are several chakrams, thrown simultaneously. When released, Revenants spiritually possess these deadly disks and guide their flight with fatal precision.
Function:
The Revenant is a mid-ranged, multi-target attacker. Furthermore, he may switch to a melee function if the situation arises. He is able to harm opponents and (powerfully) heal allies at the cost of becoming useless. The Revenant has an entire attribute devoted to skills which allows him to cheat death and influence the battle after "dying".
The Revenant has Monk level HP, armor, and energy. He holds three midranged weapons: chakrams, each of which when thrown deals a maximum of 7-10 damage with a refire rate of 1.5 seconds. In melee combat, the chakrams act as one weapon, dealing a maximum of 5-15 damage. For more details on chakram mechanics, look below.
Attributes:
Transcendence (Primary): Determines a variety of self-targeted skills which activate upon death.
Reinforcement: Controls skills which allow the Revenant to inhabit an ally.
Possession: Controls skills which allow the Revenant to inhabit an opponent.
Guidance: Improves chakram attacks and defensive skills.
Strengths:
1) The Revenant attacks multiple targets from a distance.
2) The Revenant affects the battlefield after death.
3) The Revenant offers another major healer to the game.
Weakness:
1) The Revenant becomes useless when maintaining Reinforcement and Possession skills.
2) To activate Transcendence skills, the Revenant must die.
Originality:
Transcendence
The Transcendence attribute offers a variety of skills which allow only Revenants to cheat death or influence the battle after dying. Unlike most characters, death is not necessarily debilitating for the Revenant. Being killed can actually provide a tactical advantage for the Revenant's team.
Reinforcement
Another important novelty with this class is its Reinforcement attribute. Although some argue that Ritualists are adequate healers, most would agree that the class pales in comparison to the all-mighty Monk. The Revenant's Reinforcement attribute provides many healing skills which are on par with those of a Monk. The drawback is that while using most of these skills, the Revenant's body is left defenseless and immobile.
Chakrams
A Revenant's chakrams are original in two major ways. Firstly, they are multi-targeted ranged weapons, which is an innovation in Guild Wars. When selecting a target, the Revenant throws one chakram at that foe and guides two more towards two other random enemies which are nearby the original target.
The chakrams’ second novelty is that they can be used in melee combat. The weapons’ statistics change depending on their use and there are a variety of skills for both types of attacks: ranged and melee.
II.TACTICS
Post-Mortem:
This tactic relies most heavily upon the Revenant’s Transcendence attribute. Unlike all other Guild Wars classes, the Revenant does not fear death. In fact, his own demise allows powerful spells to affect the battlefield. For successful results, the Revenant combines a variety of self-resurrection spells with death-dependent enchantments. For example, if the Revenant wants to deal great damage to his opponents, he can help all allies do more damage by casting Bolstering Spirit. This enchantment requires his own death, so the Revenant casts Abandon Body. He dies, his allies deal more damage, and 15 seconds later, he is resurrected and allies return to dealing normal damage.
Healer:
The Revenant offers healing abilities which are on par with those of a Monk, some are even more powerful. However, many Reinforcement skills require the Revenant to leave his body behind as an inanimate husk. Therefore, the Revenant must be tactful when choosing when to help his teammates. If he isn’t careful, his defenseless body can be slaughtered while he is inhabiting an ally. The Revenant provides a differently-styled, yet potentially useful healer.
Offensive:
Between the Possession and Manipulation attributes, the Revenant can pose an intimidating and unique offensive threat. With his chakrams, the Revenant can hit up to three opponents at once from mid-range. By utilizing Guidance skills, the Revenant can potentially hit far more targets (some skills increase the number of chakrams, while others increase the number of targets per chakram). While hailing down a variety of ranged attack skills, he may also battle an enemy on the spiritual plane and inhabit fallen corpses (more skills to come).
III. SKILLS
Transcendence
Flee Death – Elite Spell. You die. After 10 seconds, you are resurrected with 75%...95% current health and current energy. You suffer no death penalty.
Abandon Body - Spell. You die. After 15 seconds, you are resurrected with 50%...75% current health and energy. You suffer no death pernalty.
Wandering Spirit – Enchantment. For 15 seconds, if you die, you are resurrected with half health and half energy after 10...30 seconds.
Vengeful Chakrams – Enchantment. For 15 seconds, if you die, all foes within earshot are struck by chakrams for +15…80 damage.
Bolstering Spirit - Enchantment. For 10 seconds, if you die, all allies deal +1...7 damage with weapons and +10 damage with spells. This effect lasts for 10...54 seconds or until you are resurrected.
Spiritual Attack - Spell. You die. Target opponent takes light damage equal to 50% of your current health.
Ethereal Boost - Enchantment. For 15 seconds, if you die, all allies gain +3 energy regeneration for 5...10 seconds.
Incorporeal Alliance - Enchantment. For 15 seconds, if you die, all allies gain +5 health regeneration for 5...10 seconds.
Reinforcement
Supportive Aura - Elite Spell. Heal target other ally for 20...140 health. You are immobilized and all skills are disabled for 8...4 seconds.
Friendly Spirit - Enchantment. For 5 seconds, target ally gains +3...10 health regeneration. All skills are disabled and you become immobile while you maintain this enchantment.
Spectral Aid - Spell. Heal target other ally for 70 health. Your skills are disabled for 8...2 seconds.
Invigorating Breeze - Spell. Target other ally and adjacent ally are healed for 30...70 health. All skills are disabled for 8 seconds.
Seance Shield - Enchantment. The next 15...100 point of damage directed at target ally are negated. While this enchantment is in effect, all skills are disabled and you become immobile.
Soul Transfer – Spell. Resurrect target ally with full health and energy. You die. After 20...40 seconds, target ally dies. You are resurrected with full health and energy when this enchantment ends or when target ally dies.
Divided Essence - Spell. Lose 50% health and 50% energy. Resurrect target ally with 50% health and 50% energy. Your skills and target ally's skills are disable for 7...2 seconds. If interrupted while casting, you die.
Possession
Control Cadaver – Elite Enchantment. Target dead enemy is resurrected with full health and energy and you play as that character. Your original body remains immobile. After 10...30 seconds, your new body dies and you return to your own.
Mindless Attack – Hex. For 5…10 seconds, target opponent suffers from -3 health degeneration. While this enchantment is in effect, your body attacks this foe with its weapon and all of your skills are disabled.
Spiritual Struggle - Hex. For 5...15 seconds, you and target opponent are immobilized and unable to use any skill.
Meddling Soul - Enchantment. For 5...15 seconds, attempts to resurrect dead nearby opponents fail. While this enchantment is in effect, all skills are disabled and you become immobile.
Guidance
Fatal Precision - Ranged attack skill. All chakrams' first hits link to second and then third targets. All chakrams deal +5...15 damage.
Extra - Enchantment. For 5...15 second, you now throw three chakrams.
Possessive Flight - Enchantment. For 5...15 seconds, chakrams' first hit links to a second target within range.
Targeted Swarm - Ranged attack skill. All chakrams hit target opponent and each deal +3...10 damage.
Eye Gouge - Melee attack skill. Target enemy is blinded for 5...15 seconds.
Chakram Storm - Ranged attack skill. Throw chakrams at all opponents in area.
Disarming Mindset - Enchantment. For 15 seconds, the next time you are melee attacked by an enemy, that foe cannot attack for 3...15 seconds.
Deflecting Thoughts - Enchantment. For 3...10 seconds, ranged weapons deal you no damage.
***To give credit where it is due, actionjack's Medium inspired a whole new wave of out-of-body experiences for the Shrift. Also, he went to the drawing board and created some killer concept art (is there anything he doesn't do?). Draxynnic helped to tighten up the chakram mechanics. gameshoes3003 masterfully tweaked many existing skills to perfection and added some originals to the list. jademonkeyx88 and felixcarter contributed great concept art, and really helped to bring the Revenant to life. Innocence and riojin offered some skills which were either incorporated or indirectly led to some of the current skills.
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