Clench up, I'm going to hit every individual sublass here, so mobile users might get cut off.
EDITED 12/11/17 with more complete thoughts
TLDR: A very good supplement with creative and interesting subclasses that fill requested niches or forge ahead into unique and intersting ideas. Some sections have minor gripes that, based on prior Adept releases, I trust the creators to take another look at for a future update.
Courageous Heart: A bit of an odd concept, but I like seeing Barbarian approaches that turn the generic “angry warrior” on its ear. Mostly, the scaling benefits to attack rolls with improvised weapons and unarmed strikes helps this path fill in a ‘general brawler’ archetype that the Barbarian could use.
Red Reaver: An interesting tracker-focused path. The devourer feature at 3rd level is damn strong for players looking for a damage-oriented (rather than ‘tanking’) barbarian, but has enough drawbacks to not be overpowered. In fact, there’s a lot of cost-effectiveness choices in this class at higher levels regarding hit dice. As a note, the sanguine clarity feature could use clarification on whether the hit dice expended are in addition to the ones spent to enter devouring rage, or if they’re part of the initial cost. I’m assuming the former, but the question will arise at the table.
Sacred Kin: Spellcasting barbarian, here we go! This is a good approach—sorcerer spells, limited to divination or conjuration, with Constitution as a spellcasting ability. It’s extremely unique and tailored to maintain a balanced path with a very consistent theme. If there’s a drawback to this path, it’s that there are a buttload of things packed in here—limited casting, ancestral origins, modified rage, a few metamagic options. I’d almost suggest dropping a few of the ribbons or features that try to ride the fence between melee attacking and ragey-spellcasting. A good archetype, but definitely for confident and experienced players. EDIT: Something I can say confidently upon further review: zero need for Metamagic options. The majority of them don't interact gracefully with the majority of available spells. The altered rage feature is actually rather overpowered--it should simply allow spellcasting while raging and resistance to ancestry type. The capstone ability should not give advantage vs spells/spell effects, but that's just my opinion of Barbarians--they have a clear avenue of weakness to mind-control or other crippling spells and I think that weakness should remain a consistent counter to the class.
College of Discord: Very fun and thematic. Smashing instruments, reappearing with a blast, gaining advantage by succeeding on saving throws. If there’s a criticism here, it’s that battaglia probably needs to have a higher ‘cost’ for how powerful it is—a repositioning tool with a chance to knock enemies prone. Perhaps an initial expenditure of a bardic inspiration?
College of Keys: This college might falter in campaigns without opportunities to interact with traps, locks, warding spells, etc on a consistent basis. When they do, though, this class is absolutely going to shine. This is the dream class of players who want to run a burglar-bard and who aren’t interesting in just being a ‘party face’ character.
College of Mourning: I’ve done two death/dying bards myself and I get a kick out of seeing the myriad ways this topic can be tweaked for different bard approaches. This one has a bit of a necromancy approach, but with a kind of ‘Day of the Dead’ carnival feel.
Entropy Domain: A slightly anti-dying domain that mostly focuses on disrupting spellcasting. Some really kickass CD features to mess with casters are the best features of the class.
Survival: Rather than being tracking-flavored, this is more about a determination to survive oncoming death. Makes sense, as this was part of another Adept product for Tomb of Annihilation. A decent domain with a strong once-per-day capstone.
Circle of Seasons: I really like this druid subclass, which expends wild shape uses for its own interesting choice of mechanics. The ‘child of change’ feature needs clarification on whether you can choose to place your shroud of seasons in a ten foot area OR still on a single creature, or if you can move the area on your turn. As the current language reads, it permanently changes to an area-of-effect that can’t be moved.
Circle of the Spiritlords: An interesting mask druid option that grows in power over time. It’s a good concept that gives a lot of cantrip access, but it might feel a bit weak compared to other circles until later levels, where it picks up much more power.
Fighter Dragoon: Interesting to see a mounted-focused fighter, given the hubbub around the first iteration of the idea that made it to Xanathar’s. Like the Cavalier, this class does a good job of providing interesting features that aren’t reliant on being mounted, but gives additional useful features when a player happens to be on a mount as well. It has a few combat tricks that don’t rely on a superiority die. The final capstone is unusual for a fighter class, but certainly useful if the group doesn’t have a ranger or a magical means of improving their travel. EDIT: The level 7 charge feature while still getting attacks is a little too strong as-is. I believe it would be more balanced if it was required to be connected to a Dash action, sacrificing attacks or forcing the use of an Action Surge in exchange for knocking enemies about.
Runeguard: This fighter was hyped on-stream, and it’s pretty damn nifty. It suffers a tiny bit from ‘cool name syndrome,’ where you’ll have to learn the fantasy-ish names for the runes and augmentations as you go. Overall, the class is incredibly flavorful and is going to offer huge variability in style from one player to the next. There’s a lot to dig down into here and you could play the class multiple times with different approaches. Like the barbarian/sorcerer mashup, a class for confident players (and DMs).
Way of Atonement: Definitely a strange one. Based on the description, you're always down some hit points when you use the class features, even after resting. It also semi-penalizes you for having permanent magic items. It's not a bad class and has some real strengths, but I think it needs another pass to make it feel rewarding for sustained play.
Way of Empathy: A really interesting class where you're constantly taking damage to heal or protect other creatures, but regain extra hit points while resting to help make up for it. It's definitely an alternative approach to healing/protecting.
Oath of Predation: Woah, don't poop on my Knights of Takhisis. Anyway...Kind of an odd oath. Definitely domineering/evil, a mix of trickster-ish and dominating. Not bad at all, but doesn't shine thematically the way many of the other class options do. EDIT: Pre-adjustments, the level 20 feature has a bit too much power stacked onto it. Overall, the class features seem more like 'Dominator' or 'Manipulator' than ' Predation--I know the title means Predator in a manipulative sense, but a change in title/flavor wording might improve how people perceive the class.
Oath of Providence: Woo, it's DAMN STRONG. All about changing luck for yourself, allies, or enemies. Nothing in particular is too strong, but the 20th level feature might (over the course of an adventuring day) be the strongest 20th level paladin feature there is.
Burghal Explorer: An interesting urban fighter option for ranger. Getting its grazing strike option with every single attack is what really gives the class its power, but might have a few too many free, constant strengths/options.
Wasteland Wanderer: Some really interesting stuff here surrounding how you interact with initiative, suprise, hidden enemies, noticing threats. A really cool ranger option for making sure you aren't caught unawares by an enemy or trap--or reacting effectively even if your group is.
Divine Herald Rogue: A nice spellcasting rogue that isn't an arcane trickster. A semi-smitey rogue with a dabbling of cleric features. Neat.
Fey Magic Sorcerer: Lets a sorcerer swap out for druid spells as they progress, which opens up a lot of play options. The other features allow for some tricky damage-swapping or teleporting features.
Chaos Patron: A kooky class where your features all have benefits and drawbacks. The ideas are all really cool, but I could see the randomness throwing a real wrench in party or player plans. People looking at the class should know what they're getting into.
The Noble Genie: Super-strange but not in a bad way. Your little genie sidekick can go find spell knowledge for you, which opens up a lot of options in combat--if they come back in a timely manner.
Beguiler Wizard: A wizard who gets kinda-roguey features, including a not-quite-sneak-attack. Pretty neat, difficult to compare to PhB schools. EDIT: Agree with some criticism I'm seeing that the Int bonus to spell damage doesn't need to follow sneak attack rules, and safely feels like a small boost that can be just awarded to the class.
Mage Hunter: From another Adept supplement. A good subclass. Think of a bladesinger, but with aggressive features rather than defensive.
Reconstruction: An interesting approach to a healing-oriented wizard. Turning single-target Evocation spells into healing spells is a creative way to approach this. Like the Beguiler, hard to know if this is balanced in all scenarios. EDIT: Afraid of it outshining clerics with a free choice between damaging targets/healing targets with the same spell, AND having slot recovery as a base class.
The rest of it: It's pretty good, yo. But you were really looking at this for the class options. The rest of the stuff in here is just gravy.
Overall, the classes are creative and interesting. Nothing feels like a reskinned XYZ class from an existing WOTC product, though a couple of them are "what if X class had Y-style features," which is something Wizards themselves have been doing lately.
It's pretty damn cool product, kids.
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