Given the constraints of an interesting, high-damage, revenant at level 3. We first must discard the striker classes. While the idea of "striker" generally means high-damage, there are other ways to achieve high damage without it.
While it is always preferable to optimize a group over an individual, such that members can support each other, it sounds like your group has most of the "support" roles covered.
At level 3, most of the shennanigans possible with a revenant are quite limited. Getting access to half-elf's Dilettante is therefore contraindicated.
The most obvious "fun" build is one that maintains control of the battlefield while outside of their turn.
A revenant is +2 Con, +2 Dex/Cha. The "highest damage output" is easily a fire elementalist. At level 6, the top of the DPR king charts are dominated by thieves and rogues, especially ones that can trivially riposte.
That is, however, outside the scope of this effort due to the "interesting" restrictions.
In a trivial sense, we'll make you do damage by applying the charge-chassis. It's "boring" in a sense, but when combined with other features, it should make "who do I charge?" a meaningful choice to make every round.
At level 3, the charge chassis (in a non-thief) consists of: Melee basic attack, suprising charge +1[W] with CA (feat), Avalange hammer +1[W] on charge, bracers of mighty striking, +2 damage and the badge of the beserker.
While it would be a tempting trap to go dwarf as past-life race to pick up the ever cheesy dwarven weapon training, the fact that the revenant is not a strength-primary should be foremost in our minds.
Base class: knight. The knight (especially in low-mid heroic) is an exceptional defender as Sohum has shown in my weekly online game. We go revenant knight, past race tiefling. Tiefling is critical for us because the feat support is exceptional.
We must take a multiclass paladin feat and wrath of the crimson legion. This build would flow far more smoothly as a dwarf, but the revenant presents its own unique opportunities. The feats you will want in the future are: Weapon Proficiency(Mordenkrad), Two-handed weapon expertise, past-soul (tiefling) and Suprising charge.
For now, however, you have a knight that uses charisma as their primary stat, with dex as secondary (to qualify for surprising charge), wielding a maul. Every time she charges an enemy, you'll attack for 4d6+static modifiers + slow, have your knightly aura up to prevent movement (and your default MBA is a scary 2d6+static). This will make you the centre of attention, force you to pay attention every turn, as the aura violation is an opportunity attack, not interrupt, and will be a simple but tactically-enjoyable build.
Actual CBuilder paste coming later.
Yes, this build works, and it is strong.
I ran the numbers, and the average damage using your build and the -5/+10 feature gives you an average at level 5 of 22.8 damage per round (dpr). By comparison, a Great Weapon Fighter build with either the Great Weapon Master or Polearm Master feat deals an average of 18.7 damage at the same level. This build maintains a significant lead over those builds all the way up to level 20, for a total of 42.5 dpr at level 20 compared to GWM's 34.3 dpr.
However, the real difference between the builds is how the weapons work. Your crossbow build has the benefit of range, but the other builds get their own benefits. A Polearm Master has incredible control over the battlefield with their increased reach and many possible opportunity attacks, and a Great Weapon Master can deal much more damage if they get the chance to cleave through enemies and/or use opportunity attacks.
Compared to a caster, you'll probably beat them in raw damage, but casters can do a lot more than deal damage, so that's not saying much.
Best Answer
Sure
First, you have to work very hard to build a character that’s not viable in combat. Not as good as others? Sure. Not viable? Hardly possible.
Second, the barbarian/rogue is a great grappler. Barbarian rage gives you advantage on grappling and shoving and damage resistance, rogue gives you expertise on them and sneak attack. What’s not to love?
Bard doesn’t add a lot as a dip and your spell choice is ... weird. As a grappler you want to keep your enemies close and you’ve chosen spells that move them away. Hideous Laughter and Longstrider are better choices.
As a grappler, your main objective is to buff your Strength (Athletics) check so you can grapple, keep grappling, knock your target prone so you have advantage on attacks and then you and you party wails on them until they are dead.
Check out The Grappler’s Manual for all your grappling needs.