An somewhat varied option list here this week, but a lot of duds abound.
Drunken Master: I find it weird how there's no requirement to actually drink. You'd think they'd give them proficiency with brewer's tools or something, but instead they get perform. Is there really a subset of people who want to play a drunken master who doesn't actually drink?
Drunken technique: I like this one a lot, helps the monk stay mobile and out of danger without relying on the mobility feat.
Tipsy Sway: thoroughly mediocre. Even if the creature can target itself with the attack, few enemies have truly devastating melee attacks in isolation so this will be a tiny damage add once per short rest.
Drunkard's Luck: Really good, in my opinion, and combos beautifully with Diamond soul.
Intoxicated Frenzy: neat in theory, but can already tell it's a wash. it requires you to have a huge number of adjacent enemies, which is bad news for a monk, especially at high levels. The damage on it isn't great either.
Drunken master needs some tweaks but seems salvageable.
Paladin of Redemption: Another dumpster fire of a class option in a game where combat is a core feature. Additionally, this kicks in at level 3, so at levels 1-2 I guess your character was totally down with the killing and whatnot. I hate classes like this because striving for pacifism, while incredibly annoying in the context of D&D, should be an RP decision and not a mechanical one. Is a pacifist rogue going to get his own subclass?
Armor of Peace: Does pacifism prevent you from protecting yourself? The thematic necessity here of being unarmored doesn't make much sense, but at least it still seems to be a difficult dip.
Warrior of Reconciliation: Oh, okay, there it is. The tacit acknowledgement that you can't reliably have a D&D character without violence. You don't sway minds and hearts, you beat the hell out of them until they submit. Also, it lasts for 1 minute and then they can come back at you, so it's not even like you tossed out your ethos for something actually good.
Aura of the guardian: I can see this one being abusable, particularly if you have means of adding resistances into the equation.
Protective Spirit: Oh look, this paladin is part wizard, because he just decided to steal a champion subclass feature...3 levels before the champion gets it.
Emissary of Peace: a terrible capstone to a terrible class. You can't even make the bullying attacks you got at level 3, and since the paladin is not a full caster I'm sure your party will totally enjoy having what is essentially a 9th level cleric with some nice auras as a level 20 team mate.
Overall, it's a crap class option that seems tailor built to cause inter-party drama and doesn't even do its prescribed goal correctly, much like it's equally terrible monk equivalent.
Monster Slayer: Looks like they're trying to roll all the "X hunter" themes into one class option. Kinda bland but there's some good stuff here.
Slayer's Eye: Annoyingly metagamey and questionably necessary, but otherwise fine I guess.
Supernatural Defense: I really like this one, really fits the implacable hunter vibe.
Relentless Slayer: A neat shutdown ability. Situationally useful of course but no real complaints here.
Slayer's Counter: This one is great, letting you choose between locking down an enemy and resisting being locked. It's worth noting that they both take reactions though, so canny enemies can fake you out with one and then launch the other.
Slayer is a bit generic but probably the best of the bunch, since it has some cool new ideas and isn't obviously imbalanced with their inclusion.