>>43270433Battlerager: racial restrictions suck (easily avoided as a DM) but also making a subclass based around a specific type of armor was a mistake. "Battlerager" is a cool name and is now wasted. Mechanically they're probably fine, if you actually get some spiked armor.
New totems: I do like these. Level 3 options aren't as powerful as Bear (but what could be, honestly?) but if I played a barb I'd consider them. +15 feet at level 3 is no joke, any increase in movement speed can make a drastic change in how you play, at least in games that use grids.
Arcana Domain: Sure. Solid choice at level 1, literal god tier at 17th level.
Purple Dragon Knight: interesting but man, it seems boring as hell on par with the champion. I'd still rather play Battle Master or EK. Still not the warlord 4rries lust for, clearly.
Sun monk: a monk with good ranged options and AoEs. I can't complain.
Long death: +temp HP is good, fear is great, 1 ki to not die is fucking stellar. Their cap is a ki dump, though.
Oath of the Crown: another solid oath. No complaints here.
Mastermind: They shouldn't have copy/pasted the Battle Master's ribbon, but in an RP-heavy campaign I'd love to play one.
Swashbuckler: Love it.
Storm sorcerer: They should never have removed the bonus spell list, but its features are still decent. It has a great capstone, at least.
The Undying: Lots of ribbon stuff here, and the self-healing is underwhelming. In an undead-heavy campaign it'd be decent if you're set on playing a warlock (I guess).
Bladesinger: If you're super-insistent on going into melee as a wizard, it's your go-to. Its crunchy exterior doesn't much make up for it being super-weak on the inside, same as the UA favored soul. It does finally make wizards a decent dip. But again: racial restrictions are dumb.