Drunken Master
Because Dwarves needed a monk tradition.
Drunken Technique
Performance? I mean, I guess it technically counts.
On the bloodier side of life: Flurry Of Blows granting 10' move and the disengage action is rather good. Unfortunately, the timing on Flurry requires you to make an attack before you can get the movement bonus. However, you can cheat this a bit by attacking with a ranged monk weapon, triggering Flurry, and then using the ambiguous nature of movement to get where you need to be. Or you could just use it with Polearm Master and a quarterstaff to generate some Free OAs. Not necessarily better or worse than the Open Hand Technique, but far more reliable.
Tipsy Sway
As a reaction, one melee miss against you automatically hits the target of your choice within 5' of you, once per rest. This kind of sucks. It suffers from too many restrictions, the 5' limit (should be limited to the range of the attack that missed you) the attack has to miss you in the first place (should be allowed on any attack, turning something into a miss), and the fact it can't hurt the attacker (it's silly making creatures bite themselves, but dammit this subclass is supposed to be silly like that)
Drunkard’s Luck
This, is absurdly good when it stacks with the level 14 power. Yes, it stacks. Spend one point: Get advantage, if you somehow fail after having proficiency and advantage, spend another point and roll it again, with advantage. I don't know what the exact math is for such events, but I imagine most will pass one out of 4 saves.
Intoxicated Frenzy
Up to 5 attacks with your flurry of blows, but only if you attack 5 different targets. It's impressive, for minion mashing, but not much else. Considering other Monk Capstones, it's perhaps better than average.
Thoughts:
It's Alright. Probably better than Open Hand over all. I get why it doesn't require you to drink, but I don't really think it would have been bad to have something that did.
Oath of Redemption
Speak softly and carry a big stick.
Tenets of Redemption
Lets you know you have to smack people around sometimes. I guess that's OK from a gameplay standpoint.
Redemption Spells
That's quite a haul, some very nice control and defensive buffs.
Armor of Peace
A Dex based Paladin will have an AC of 21, more than a Paladin with Plate + Shield. More than a Monk, but less than a Dex-Barbarian with a shield. It's even OK at low levels if you don't have a good Dex, being better than most forms of Medium Armor, and potentially on-par with Splint or Plate by themselves. I know multiclassing is the hook everyone is salivating over, but really that's going to be rather hard to multiclass out of a paladin and into anything else that isn't dex-based. So I guess be on the lookout for Peace-Rogues.
Warrior of Reconciliation
At first glace, this contradicts the Armor of Peace, because there aren't any finesse bludgeoning melee weapons. But you are a paladin: You can knock someone out with any weapon, then Lay on Hands them, then knock them out again with a club or something to trigger this power. This power is also really great because it will get around all those annoying interrogation encounters.
Emissary of Peace.
Stacking bonus to Persuasion checks on a class that has high Cha and at-will charm powers already.
Rebuke the Violent.
This is a monster-killer. Good on action economy, and monsters deal huge amounts of damage in one bite or whatever.
Aura of the Guardian
The ultimate defender power, it doesn't transfer riders, but taking a knock-out blow can really change any encounter.
Protective Spirit
This is flat out better than the Champions Survivor ability, which the Champion gets as a capstone. Which puts this on the high end of level 15 Paladin powers.
Emissary of Redemption
This sucks.
You get resistance to everything.
You get to deal damage to any creature equal to half of the damage they attacked you.
Both of these abilities shut down on a per creature basis, once you attack, force a saving throw, or even deal damage to the creature in question.
That means this ability will, at best, only work for one attack against any creature. And you have to keep track of each creature you have hurt in order to figure out if it counts for this ability, requiring lots of bookkeeping. But it is a capstone, which means it will never really come into the equation for most games, and in turn will encourage some multi-classing more than the level 3 abilities already do.
Thoughts:
This is powerful to the point where I have to consider it close to OP, if not OP. the level 3 powers don't restrict gear so much as give you extremely powerful alternative options. It only has two synergy problems: The lack of a simple finesse blunt weapon, and so many abilities that key off of your Reaction, that this may be the first subclass where Reaction Scarcity is a thing.
Monster Slayer
Wasn't this a Fighter Subclass?
Slayer’s Mysticism
The Ranger gets free bonus spells added to their list, but the Sorcerer doesn't.
That aside, there are a few windfalls for slaying monsters here, well mostly staying alive while trying to slay monsters, but it's the same thing really.
Slayer’s Eye
Hunter's Mark the Class Feature. It also stacks with Hunter's Mark, for when you have to kill something with lots of hp. This is how the Ranger should have been from the start, honestly. Maybe when they do the updated Revised Ranger in book form, it will be placed in the class proper.
Supernatural Defense
+1d6 on saving throws against the target of your Slayer's Eye. It's a very strange mechanic that will boost your saving throw potential through the roof, as it stacks with both bless and advantage. Perhaps a bit too powerful in that regard.
Relentless Slayer
This ability isn't very powerful. In fact, it's super situational, has a high chance of flat out not working when it can trigger, and foils the classic "runs away to live another day" powers.
I don't like this. It makes sense, but it isn't fun.
Slayer’s Counter
You can make an attack roll in place of a saving throw, that's really good, and you can still make the saving throw if you fail on the attack, that's amazing.
Thoughts:
I don't see this as a subclass, I see this as a testbed for getting Hunter's Mark as a class feature. But it is a very functional subclass right now, a bit on the defensive side, and hyper focused on one target at a time to the detriment of multi-target fights, but functional.