Lvl 1:
Wrath--Each 5% of your
hatred increases damage dealt by 3% and damage taken by 2%. Increase all damage dealt by 30%.
Vengance--Each 5% of your
hatred decreases damage taken by 3% and damage dealt by 2%. Increase max hitpoints by 50%.
Lvl 4:
Q: Spirit Barrage--Increase the distance that spirits go by 20%, and grant 2 extra charges.
Q: Spiteful Spirits--Now explodes at the end of it's path, dealing 180 (+5% per level) damage in a medium radius.
Q: True Loathing--Increase radius by 30% and damage by 15%.
Q: Wrathful Ghost--Now grants 1% of your Hatred for each damage hit.
Lvl 7:
W: Unbreakable Grip--Now roots for 1 second, and increase the slow by 10%.
W: Dead Rush--After the duration ends, summon five zombies who push the nearest lane each dealing 15 (+4% per level) damage each and have 100 (+5% per level) health. Last 5 seconds.
W: Frigid Vengeance--Now slows attack speed of those inside the radius by 40%.
W: Wrathful Dead--Increase damage and slow by 30%.
Lvl 10:
R: Blast of Wrath--Deals 20% more damage, but now makes you vulnerable.
R: Blast of Vengeance--Heal for 100% of all damage dealt and grants resistant for 6 seconds, but now it deals 30% less damage.
Lvl 13
E: Ice Shards--Release 10 ice shards around you, stopping at the first target hit and dealing 59 (+4% per level) damage to them.
E: Chilled to the Bone--Now causes vulnerability in all targets hit for 4 seconds, and giving yourself resistant for 4 seconds.
E: Frost Bomb--Now you can cast Frost Nova on a target within a medium range.
Lvl 16
Skeletal Mages--Now the skeletons are mages, who deal 120 damage every 1.5 seconds and slow movement speed by 40%.
Skeletal Warriors--Now the skeletons are bulky warriors, doubling damage and hitpoints. However their range is now melee.
Skeletal Sharpshooters--Increase range and damage by 40%.
Necromancer--Instead of summoning skeletons, it summons a Necromancer, who doesn't attack. Instead, it raises skeletons from dead enemy minions. Last 40 seconds.
Lvl 20
R: Pure Hate--Increase range by 60% and decrease the cooldown by 60 seconds. (Only takeable if Wrath was taken at level 1.)
D: Unkillable--Decrease cooldown by 25 seconds and increase effect to 100% of your max hatred (Only takeable if Vengeance was taken at level 1.)
Bad Intent--Consume 10% of your total hatred to reset your Basic Cooldowns.
I'm sort of curious what your plan was, as far as making him a multi-class hero. He seems like a mix of Assassin damage and Specialist push-power, but Vengeance actually gives him health comparable to many of the top warriors (between Chen and Arthas, from the looks of it). What was your reasoning behind that? Does his health grow at a slower rate, or is the lack of health regeneration a factor here?
Also, the attack range on the minions from Graveyard seems fairly high, no? Raynor's got a 6.5 attack range, exceeding that of most other heroes, and most hero-made minions don't tend to reach past 3-4 (except Abathur's Bombard Strain locusts, I suppose, but IIRC those shots are avoidable). Considering their individual health is fairly high (about 23% higher than Azmodan's Demon Warriors) and their damage is likewise pretty good (58% higher), having such a large range on top of that seems a bit strong to me.
Glass Cannon (Li-Ming)
Ranged Bruiser Tank (think Artanis)
Push hard (about Zagara strength)
Or a Wombo Combo Assassin (like Alarak)
My reasoning is because Varian is the only multi-class hero, and it would be interesting to see a hero which would be countered hard like this character (extremely vulnerable to silence, because his attack occurs once every 2.5 seconds.)
Also the skeleton archers ARE op. Lemme balance that.