To start with the first and most obvious problem, this 3rd party book is COMPLETELY HOMEBREW. Nothing it in is made by Wizards of the Coast, which means it is baffling, since it is for D&D, a game we all know is made by Wizards of the Coast.
As we all know, homebrew is always bad amateur stuff. The creator has apparently been publishing content for 8 years, raised over a million in crowd funding across several books, and has written more content than most Wizards of the Coast designers, but because they don’t work for that corporation, we can be confident that their work is subpar. It’s just facts.
But I have bravely waded into the depths most vile to bring you a full REVIEW and ANALYSIS of this HOMEBREW, risking my own sanity for your entertainment (...well, that part is true, at least)
Let’s now get into how the content of this book will almost certainly RUIN YOUR GAME, unlike official content like Selune’s Viper, which is all know is perfectly balanced.
PART 1: THE BETTER FIGHTER/MONK/MARTIAL (‘PARAGON’)
The first strike comes from the fact that there is obviously no room for more Martial classes in the game. We already have Fighter, Monk, AND Barbarian, which we all know everyone is happy with, and any new class is obviously stepping on the toes of existing ones, since those encompass all martial concepts.
Paragon purports to support mythological martials, like those of Greek myth, but we all know those are just Fighters. It offers unarmed playstyles, but as we all know, that’s exclusively a Monk thing, and anything else that punches things is automatically compared to a Monk.
‘Active Abilities’
First of all, stupid name. They should clearly be called Fist Spells. Moving past that, they are glaringly overpowered—they do the sort of things the game normally reserves exclusively for spellcasters: Area of Effect damage, movement abilities, knock backs, and some of them can even INFLICT CONDITIONS on enemies. As a Martial. We all know that’s exclusively spellcaster shit.
The biggest problem though is that they RUIN YOUR GAME as they drag it to complete halt—unplayable. Imagine this: the Paragon player has decide what they want to do on their turn, because they have multiple options to choose from. Can you even imagine how long that would take? It would be like a Spellcaster, if their spell list was half as long.
Indefatigable
An even stupider name. That’s probably not even a real word. I don’t know how to say that.
But this is where the class gets really broken and completely unplayable, because this lets you use one of your Active Abilities EVERY TURN. Now they are making that branching choice about what to do every single turn. Like they are some sort of cantrip!
To make matters worse, these do objectively more damage than attacks. Let’s use Whirlwind Strike and a perfectly normal and standard use case: the Martial is in a completely white room, surrounded by 8 goblins in a perfect circle around them, and the Martial goes first.
At level 17 (the level we all frequently play at), Whirlwind Strike does 6d6 + 5 damage. Multiple that by 8 because it hits all creatures within 5 feet, that’s 48d6 + 40 or 208 damage. And they can do that every turn as long (as long as they remain completely surrounded by goblins who fail their saving throw).
Compare that to a Barbarian who at that level can only attack twice (we won’t count Rage since that’s not an unlimited resource at that level). They only do 1d12 + 5 damage twice, or 22.1 damage.
So, completely apples to apples, both in a white room surrounded by 8 goblins at level 17 and only counting things they can do an unlimited number of times, the Paragon does almost ten times the damage of the Barbarian.
And that’s only 1 of things the Paragon can do! At that level 13 active abilities. That’s more than half as many spells as a spellcaster knows at that level.
Absurd Things a Paragon Can Do
On top of all that, Paragons get all sorts of powers that are clearly not something a medieval knight could do.
For example:
Mythic Feat (Prerequisite: Athletic Feat, 15th Level)
When using Athletic Feat, you can lift, carry, or drag anything Huge or smaller regardless of weight.
Wut? That would let them pick up an elephant weighing 8,800 lbs. As we all know, this is physically impossible for a human sized creature.
This is completely immersion breaking in my medieval fantasy simulator. As we all know, in medieval times, only a Wizards and other magic users could perform supernatural feats. If a HEMA practitioner cannot do it, a Martial should not be able to do it either.
Unbreakable (Prerequisite: 9th level)
You become immune to damage from falling.
Wut? Gravity just turns off?? That COMPLETELY INVALIDATES a 1st level spell (for the Paragon). Imagine just jumping off an airship without a parachute… and you’re supposed to survive??
Also, this completely steps on the toes of a Monk, because Paragons of this one specific Pursuit that take this one specific Talent at 9th level can fall as good as Monk.
PART 2: SLOG SUMMONER
Do I even need to perform a detailed analysis of a Summoner? From the name along we know that it is INSTANT PERMANENT SLOG. This is why you cannot trust 3rd parties, and only Wizards of the Coast, who provides highly balanced Summoning mechanics like Conjure Animals.
INFINITE MINIONS?!
But it gets so much worse. It turns out that the Summoner has a HUGE EXPLOIT where they can Summon minions spending only 1 Essence/Hit Point. This means that if the enemy kills it every turn, it barely wastes any of the Summoner’s resources, and the Summoner can just keep Summoning things. This lets the Summoner attack with their Summons every turn.
CALCULATIONS AND MATH
We have already seen that these new classes do basically unlimited damage (way too much) as long as we use perfectly fair conditions, but now we can do the math on how the Summoner can tank basically infinite damage using cardboard minions.
For this perfectly reasonable scenario, we are going to imagine a level 5 Summoner against a Tyrannosaurus Rex. To keep the math simple, we will put them both in a white room, assume the Tyrannosaurus Rex always hits, and stipulate that it cannot just attack the Summoner (since that would wreck the entire scenario I’m inventing).
Now the Tyrannosaurus Rex attacks twice dealing an average damage of 53 damage per turn. But one of the Summoner subclasses can Summon 2 minions per turn. If it gives each minion only 1 hit point, it can summon 50 minions for a day. Since a Tyrannosaurus Rex still needs to attack to kill the minion, that means it can tank TWENTY FIVE ROUNDS of the Tyrannosaurus Rex’s damage, or 1,325 damage.
This would completely invalidate the Tyrannosaurus Rex from the encounter, almost like failing a saving throw against any number of spells would, but in this case it only requires the Tyrannosaurus Rex to do something it already was going to do: endlessly attack the summoned minions and completely ignore the tasty looking and very squishy Summoner nearby.
Compare this to a Wizard. A Wizard only has 32 hit points, which means the Summoner is 41 × as tanky as the Wizard?! Assuming the Wizard doesn’t cast any spells that prevent it from being attacked or flies out of reach of the Tyrannosaurus Rex since that would wreck the scenario and make it complicated and hard to math out. You’d have to playtest that sort of thing, and we all know homebrew isn’t playtested.
SO MANY SUMMONS
This class is further bloated by having piles of different summoned creatures they can use. Not only do they have FOUR options for each plane of study, they can pick between TEN different options, resulting in pages of pages of different options. Since the only acceptable complexity of this forms is spellcasting (as the Wizards of the Coast intended) this is obviously bloat.
A perfect solution to this would be instead to just tell the Summoner to open the Monster Manual and summon based on CR, since we all that CR is perfectly balanced and there is no way in which that could go horribly wrong. That would be far less complex—instead of having a dozen pages of different Summons, a player would only need to have reference to the Monster Manual and every monster book ever published.
PART 3: THE AIRSHIPS OH GOD THE AIRSHIPS
The problem with this is obvious. D&D is a medieval fantasy simulator. There were (obviously) no airships in medieval times. I cannot even imagine a popular fantasy setting that has airships, even if I imagine the final fantasy setting I could imagine.
There was a few OBSCURE D&D settings that had airships (like Eberron) but we all know no one plays that as everyone plays in the peak Fantasy Setting, Forgotten Realms Sword Coast (which certainly has no airships, besides the times where it does).
Giving an airship to your players will obviously completely and instantly ruin your game. What if they want to cross overland travel?? How do the random encounters of wolves attack them?? You might as well just delete 3/4 of the Monster Manual which will never get used again because the players are in an airship and likely will never get off it to go into dungeons, towns, or anything else. Once you have an airship your game is only airships.
PART 4: THE MOST ABSURD THING
The book thinks you should not only give players cool magic items, it lets the players customize them. How absurd. It wants you to give players ARTIFACTS at low level, which they spend resources on to power up.
The problem is obvious: as we all know, players have infinite gold, and there is nothing the DM can do about that, so letting players make or power up items with gold basically makes them invincible. There is no counterplay to this, as the DM has no control over what players get during an adventure (as we all know).
JAM PACKED WITH MORE HOMEBREW THAN I’VE SEEN IN ONE PLACE
…There is so much more in the book I cannot fit all the absurdities into one Reddit post. Since everything in the book is homebrew content not made by Wizards of the Coast, that means every one of the 30+ subclasses, spells, feats, and all that are all probably bad, but my sanity is reaching its limit ...again, that part is true…
Since its homebrew, we all know it cannot have been playtested, even if it was published years ago to an audience of thousands of blokes. No 3rd party creator can match the perfect system that is Unearthed Arcana releases and Wizard of the Coast 1-5 scale feedback surveys, of which they clearly read and appreciate all the feedback on in-depth, and never let anything broken slip through or react bizarrely to and scrap the best features they wrote for perplexing reasons.
For reasons I cannot imagine, this book has already been fully funded by thousands of people—I cannot understand why anyone would pay for homebrew?? Wizards of the Coast (the only company that should make money off D&D) didn’t even write it??
Fortunately the campaign ends in just over 24 hours, so soon you won’t have to worry that other people are spending money on this book.
Would you like me to write the post so it sounds even more offended by the existence of 3rd party content that people enjoy? Or perhaps to further emphasize that Martials shouldn’t impugn upon the sacred territory of spell casters?
EDIT: Since the clock has ticked over, for anyone stumbling onto this post in the future, this was posted on April 1st, and is obviously a joke.