It's advertised as it is. This is a book of 21 subclasses that seem to have spawned from some dumb, random ideas. But they work.
Sure, there's a few little qualms, but it's nothing that wouldn't be cleared up by a little playtesting. I personally think that the Path of Throwing Anything 1d10 damage within 90 feet could be a bit strong but I might be wrong.
Although they're presented as some weird ideas, there's some gems inside. The Portal Domain actually excites me to give a go rather than make me groan over the obvious reference. The Circle of Redcaps is very thematic and full of flavour. If the Way of the Upside Down had a more serious name, it'd fit very comfortably alongside official material. The Oath of Mysteries fills a nice role which sets a nice precedence for letting other classes do things that, typically, some classes have to be included. I love the concept of Trap-Finding Paladin, and it works well.
I could go on. I have to stop myself from giving a large brief and breakdown of every subclass. The only mistake I could find going through it is that I think the Arboreal Maw feature of The Old Forest Patron should be 14th level instead of 10th.
There are only a couple included in this that I wouldn't allow in games I run but, all in all, this is a quality product.
I'm off to try and convince my DM to let me roll up a Way of the Upside Down Monk for when my current character dies.
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