Logged the following for the Adventurers guide:
Appologies in advance for all opinion stuff logged
Add half rounded down general rule. A lot of places (just search for "half") does not state if its rounded up or down. E.G: P118 Adept - Way of the Fist, Half your proficiency bonus
P38 Increased luck, "you may reroll results of 2 or 3", add the word "also"
P108 Adept - Brutal Defence, "you replace your Dexterity modifier with your Strength" make it optional "you may"
P110 Adept - Combat Maneuvers, No mention about bonus exertion in the table in P109
P113 Adept - Unlikely Wield, When using Two Weapon Fighting and got Extra attacks class feature you already got two attacks, maybe this adds ability score modifier?
P152, Cleric - Armor of Conviction, seems underpowered make shield of faith noot taking concentration if targeting self?
P164, Cleric - Boon of resistance "Alternatively you may choose to be resistant to one of these nonmagical damage types." Please clarify
P166, Cleric only 4 lvl 8 and lvl 9 spells, several are situational, not much vareity.
P196, Fighter - Reflexive shot, Is an enemy moving into full cover count as exiting your reach resulting in an oppertunity attack? Seems hard to trigger with a range weapon with long range.
P215, Marshal - Followers, Are they replaced if they die? After long rest?
P220, Marchal - Feinting Retreat, Does it trigger attack of opportunity only when in your reach or does it include you allies reach?
P221, Marchal - March Together, Are anemies allowed to make the reaction? Does the reaction move trigger attack of oppertunity?
P234, Ranger - Beast Whisperer, Does the beast have death saves? Can the beast use hit dice to regain hp during a short rest? What spells might revive a dead beast? Add Ritual sacrificing hit dice to revive best during short rest?
P239 Rogue - Sniper seems like an option likely to be abused on a multiclass dip by a character with many ranged attacks. Limit to once per action/bonus action/reaction to allow a rogue with a dagger in each hand to use it?
P255 Sorcerer - Delayed spell, 1 turn? Should be "until your next turn"
P256 Sorcerer - Careful spell, Will creatures be unaffected for the full duration of the spell (E.G. stinking cloud)?
P261 Sorcerer - Soaring Wings, does it destroy magical/artifact robes?
P284 Sorcerer - Fairy dust, Is the bag limited to one sprinkle?
P293 Wizard - Terror, This option is much more powerfull than the other options forcing attacks of opportunity.
P297 Wizard - Bend Magic, does allies take no damage for the full duration of the spell?
P297 Wizard - Flash of insight, this option is over powered, allowing guaranteed hits, guaranteed fails etc. Limit to once per long rest as O5E
P297 Wizard - Energy retention, this option is over powered, there was a reason it anly applied to the narrow school of divination in O5E. Limit it to narrow schools.
P299 Wizard - Cleansing fire, Will allow unlimited free healing if caster obtains free casting of a fire spell like "True Magician" class feature. Limit to if a spell slot has been expended.
P381 Feats- Crossbow Expertise, No mention if a free hand is needed to load. Duplicate entries of attack with hand crossbow using bonus action when using attack action. This may already be done as hand crossbow got dual-wield, maybe dex modifier is added. Having extra attack allows two attacks with dual-wield weapons, this might be a downgrade. Missing mention of not having disadvantage when making a range attack!
P378 Multiclassing - Combat Maneuvers, Can Heralds still sacrifice spell slots to extertion pool?
P496 Spells - Accelerando "You cannot cast another spell through your spell casting focus" Can you use another focus? Can you cast spells not using M components?Several spells have the same wording
P504 Spells - Arcane Muscles, Should be cast as bonus action as Shillelagh, to allow usage in turn its cast
P596 Spells - Spike Growth, Fun spell with unique mechanic damaging per square, it deserves a "Cast at higher level" to allow usage at higher tiers.