Lots of responses, sorry if any of these mimic what others already said. It's just my first blush notes so I can remember when the survey comes out:
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Power creep on all the casters getting to change spells, need to give the non-casters something.
I mean, there are non-spellcasters listed in the document, too. Swapping spells overnight is powerful, but it's not
that powerful. It's primary purpose is not punishing bad choices, with some benefit given to extremely narrow purpose-specific spells. Now you can pick up
water breathing when you find out you need to go underwater in the next dungeon, for example. You're also limited to spells of the same level, which is a more significant limitation than it first appears.
I'm not even sure it makes that much of a difference to limit it to 0th-5th level spells.
Cleric
Blessed Strike: Thank you, thank you. Gives the option to play your character either way. Once per turn avoids the "melee attack cantrip boost" of just giving both. Though no 2d8 at 14th? Is that an oversight, or is it intentionally to make weaker if playign against how the designed decide you must weapon or cantrip?
It applies to anything. You cast
flame strike and one target takes 1d8 radiant damage. Potent Spellcasting also didn't scale because cantrips do.
I'm not particularly concerned with nerfing high level melee Clerics. In my experience, melee clerics don't exist past level 4. The lack of Extra Attack is too significant.
Fighter
Fighting Style: Superior Technique. If you later take Battle Master, does the die size increase?
It's playtest material. Adjust your expectations accordingly. That is to say, it should probably work exactly like Martial Adept.
Battlemaster Maneuvers to skills should work like the rest - add after the roll is seen.
Probably, yes. It would mirror how Bard's Inspiration Dice work.
Monk
Quickened Healing is weird. Using an action makes this primarily out-of-combat, but it costs Ki and Ki comes back with a short rest where you normally heal. So it's a "blow your ki, short rest, hope it isn't interrupted" which is just an odd mental place for a power, with occasional usage elsewhere.
It means that extra Ki points are almost never wasted, and most healing requires an action. Even a Paladin's Lay on Hands requires an action.
Ranger
Tireless' second ability is too cherry-pickable by any Frenzy barbarian. Would not have it at 1st, but since that's where the opening is I might also limit that to Wisdom modifier times per day.
Frenzy is a poorly designed ability. It should just be a 1/day ability that you can use to transform a rage into a frenzy. I'm also not willing to hold back concepts like exhaustion recovery because some people use multiclassing.
Favored Foe does not say what level the Hunter's Mark spell is cast as. I assume 1st, but it would be kinda cool if that went up with level.
It's still on the Ranger's spell list.
Fighting Styles
Like them. Especially Interception, Thrown Weapon Fighting, and Unarmed Fighting
I hate Thrown Weapon Fighting. Allowing thrown weapons to work with Extra Attack is simply
how the game should already work. I don't know any table that didn't already allow thrown weapons to work like the first paragraph does -- thrown weapons are terrible anyways so it's not a useful limitation for balance. So it's just +1 damage which is
terrible. It's taking a limited benefit that only applies to a secondary weapon. It would be acceptable if it said, "When you deal damage with a weapon that has the Thrown property, you deal +1 damage," but as written it's so narrow that it's useless. I hate fixes to core game rules from supplemental content like this because it looks like they're trying to say that you can only get the benefit of how the rules should have worked by selecting this special class feature.