New year, new subclasses!
Lets get down to it.
Circle of Spores.
The plant druid, finally. Only it's not really about plants, not because fungi are their own kingdom of life (in D&D, all fungi counts as a plant), but rather because they are the druids of rot and undeath.
And by that I mean they are kinda OK with undead things, but not really? That's going to cause some lore headaches. I can't help but wonder if this is going to supplant the Circle of Twilight.
Circle Spells
Extra spells without preparation are always nice, but some of these are questionable.
Gentle Repose kinda goes against the lore of wanting things to rot and not stay the same.
Confusion Comes out of left field for a reason that I assume to be a joke about "magic mushrooms".
Halo of Spores
And now for something completely different: Here we have an example of bending the action economy to the absolute limit. By trading in your reaction (which is something that a caster Druid isn't going to have much use for outside of
Absorb Elements), you get to deal automatic poison damage to a target of your choice.
I don't really care for the precedent that this sets. This effectively turns your reaction into a second bonus action. There has to be a better way to do this.
Symbiotic Entity
Instead of wildshaping into an animal (or whatever) you get poison spores. Which double your
Halo of Spores damage and ups the damage of your melee weapons.
This ability is confusing, and kind of bad. Did they forget that only Moon Druids can use a bonus action to Wildshape? Why does it not work with
Primal Savagery or
Thorn Whip? Oh but for some reason, it works with
Shillelagh + whatever Blade cantrip you can get I guess. Not working on melee spell attacks seems like a mechanic oversight. Also of note, the extra weapon damage doesn't scale, which kind of sucks if you wanted to actually use the ability at higher levels. As a final nail in the coffin for this lackluster spin on a melee power, you only get temp hp as a defensive padding instead of anything that will actually up your front-line staying power. And lets make no mistake, to use this kind of Druid effectively, you are going to be right next to the frontline, if not on it.
Fungal Infestation
Well, this is probably the entire reason this subclass exists. You get to make your own zombie minions from things you kill. That sounds like fun. But there are lots of restrictions, too many imo. First and foremost, it only happens when you, yourself, land the killing blow on a humanoid with
Halo of Spores. Yeah, good luck with that. Secondly, the Zombie never scales. It always has 1hp, and always does the +3 to hit for 1d6+1 damage Slam attack once per turn. Undead Fortitude can make the thing last a lot longer than it has any right to, but why a zombie in the first place? Why not make it a vegepygmy? Or maybe scrap it as a creature entirely, because minion armies are a headache, and make it an scaling exploding spore cluster that the Druid has some control over? And once you do get rid of the zombie making, you can also remove
Animate Dead from the spell list and make this subclass all about controlling the battlefield with spores instead of having to pay lip service to undead.
Spreading Spores
Now this is interesting, at level 10, they drop the pretense of being a melee subclass (because that was going to fail anyway with no real scaling) and give the druid some ranged Area Denial ability. It's really weird to switch up a character's role in the party like this. I get the feeling that this what
Halo of Spores was supposed to be all along.
Fungal Body
It's a level 14 capstone, so it was never going to be as cool as some of the other subclass capstones. Immunity to blind, deaf, frightened, and poisoned. Frightened is a bit out there, I guess your brain has rotted at this point. But immunity to poison is the real confusing part. Fungi aren't immune to poison, if anything you should be immune to disease. In fact, why aren't you immune to disease?
Thoughts.
This subclass is probably the result of a late night b-horror-movie watch, and as a result, has a haphazard collection of mechanics and themes. It's the Melee Druid who eventually won't be able to keep up in melee combat. It's a zombie horde master who doesn't like the idea of zombies staying around for more than an hour at a time. There also isn't any ribbons, which is kind of perplexing. Maybe they should just make an undead druid to get it out of their system. In the meantime, I will be waiting for the real plant-focused Druid to come along.
Brute
The Fighter's Fighter, perhaps even moreso than the Champion. This may, or may not, be a testbed for the subclass-swapping features that they talked about when discussing how they are going to fix the Ranger. Of note, this subclass heavily implies a strong Character, but nothing about the subclass uses STR.
Brute Force
Extra damage on every weapon attack. Because that's totally what the Fighter was lacking, melee damage

. This works with any weapon you know how to use, which means Hand Crossbow Snipers are going to be even more in demand than they used to be. Additionally, the extra damage scales, even though it doesn't actually have to, because Fighters get more and more extra attacks as they level up, it's like double-dipping for scaling. Eat that Spore Druid!
Brutish Durability
Whenever you roll a saving throw, you get a 1d6 bonus to it. That's better than
Bless, which is regarded as one of the best Cleric Spells (yeah, that's because of attacks, but work with me here) Also it stacks with
Bless, and
Aura of Protection. And should breaking bounded accuracy over your pinky finger fail you somehow, you can even throw in an
Indomitable. Holy smokes, I thought Fighters were supposed to be weak against magic?
Additional Fighting Style
At this point, it's basically +1 AC. A bit boring, but that's the [-]Champion[/-] Brute for you. Huh, I just noticed this subclass also lacks a ribbon. I expected some kind of advantage or expertise in Athletics checks at least.
Devastating Critical
Instead of Critting more often, you crit harder. Something that was already true mind you, thanks to
Brute Force getting extra dice damage on a crit.
Survivor
Cementing the idea that this is a replacement for the Champion, here is their capstone to provide insult with that injury.
Thoughts
Between the Brute and the Champion, I would have rather had the Brute at the start of 5e. Not only is it more interactive by virtue of rolling more dice, but it has a real theme behind it.
My nitpicks: I haven't ran a damage calculation yet, but I suspect that
Brute Force may scale too much. Also, you can probably drop the second fighting style, move
Brutish Durability up to level 10, give out some kind of expertise in STR checks at level 7, and this subclass will be basically perfect for what it is.
School of Invention
So the Artificer and the Wild Mage had a baby, that stole some of the Loremaster's stuff. I am a bit mad now. And right after the feelgood high of the Brute too.
Tools of the Inventor
The first Ribbon of the document, and it does next to nothing for the subclass that it supports. Yeah, they are inventors and alchemists, but
why? There is no ability here outside of this one and the next that remotely supports those ideas.
Arcanomechanical Armor
This is horrible. You get to wear light armor as a Wizard and resistance to force damage. That sounds ok, at first, until you realize this eats an Attunement slot, and you will never be able to use a real magical suit of armor or a robe unless you want to lose access to half of your subclass abilities. What? Why? How? If you want to be an armored wizard, just go for the Warmage, or better yet, the Bladesinger.
Reckless Casting
You cast a random magic spell, or two of them, or none of them. Unless you are legitimately trying to play Presto from the D&D cartoon, there is no point to this.
This ability is bad. For many many reasons.
Firstly, it's not comparable to
Wild Magic Surge.
Wild Magic Surge lets you cast a spell,
then have some random and wacky thing happen. This is just "make a random thing happen." Which means Wild Magic is
less chaotic than this. Figure that one out.
Secondly, it can cause itself to fizzle out. Not just by rolling two tens, but anytime you roll for two concentration spells, the first one is kaput. Also, random spells mean random ranges, and random effects, and random everything. There is no guarantee that you will even be able to use the spell that you roll for.
And finally, it happens whenever the player thinks it should happen. Which means it can go off all of the time (which is a headache) or none of the time (which is pointless and a wasted ability)
Alchemical Casting
Oh I remember this. This ability is almost entirely dissimilar to it's previous incarnation, other than using low level spell slots to power up other spells. Also it's bad now.
Firstly, it requires you to wear that
Arcanomechanical Armor.
Secondly it only changes acid, cold, fire, lightning, or thunder damage. And only into another damage type on that list. And only if you sacrifice a 1st level spell. It's the anemic doppelganger of
Spell Secrets. You can't change Poison, or Necrotic damage, for reasons. Good luck if you are suddenly fighting undead (which is a good reason to want this kind of ability).
Thirdly, you can sacrifice and entire 2nd level spell slot for a whopping 2d10 extra force damage (Why can you suddenly deal force damage?) to one target of that spell, for one turn. Is this even worth the effort? Probably not.
Prodigious Inspiration
Why does this subclass have this ability? Other than the obvious "We are killing the loremaster and taking it's stuff" I mean? Yes I like this ability for wizards, but this subclass has no reason to have it based on the subclass alone. It is neither random, nor particularly inventor-ish.
Controlled Chaos
More like "Heightened Chaos", this ability does nothing to eliminate any kind of randomness or potential problems that exist with
Reckless Casting.
Your
Reckless Casting gets a level boost. Whoop-de-do. Did I mention, you can't use
Reckless Casting to get a spell above level 5? Because you can't. You can't even upcast the spells when you cast them with that ability. So using a level 6 or above spell slot results in a level 5 spell. Is using a level 1-4 spell slot to get a random 2-5th level spell worth it as a capstone? It's mathematically more powerful, but I doubt it's worth it in terms of action economy, or in terms of actually staying alive in an encounter at t3+ of the game.
Thoughts.
I fear the Loremaster is dead and beyond hope of seeing the light of day at this point. Which is a shame, especially if it gets replaced by this mishmash of a arti-sorcerer. I could imagine this is a substitution for the Wild Mage, but that would be silly, because all of it's chaotic abilities are worse.