Top critical review
Good material, bad price
Reviewed in the United States on February 25, 2018
There's a decent amount of material in this book that is a welcome addition, including a lot of new subclass options for each class and new racial feats for players. DMs have a variety of new tools as well, including a very helpful random monster chart for different biomes, along with different charts for level ranges as well. Some things may be harder or lower for PCs, but you won't worry as much about rolling up an Ancient Black Dragon for your level 2 PCs traveling in a swamp, nor 3 goblins for your level 15 PCs traveling through the plains. DM stuff also includes a much-needed addition of between-adventure down time activities, especially as ways of spending that excess party cash. This helps with a large problem exclusive to 5th Edition, which has so few ways for PCs to spend their money after their first few levels (no standard magic shops like 3rd or 4th, no extra or base XP like 1st or 2nd, the money mostly just sits there).
The biggest problem is that there just isn't enough material in this book to justify a $50 MSRP. This book, despite its odd naming, is basically a combination of Player's Handbook 2 and Dungeon Master's Guide 2 from earlier additions, and gives skimpy material for each. The price wasn't a big deal for me, but I imagine it would be a concern for younger and/or poorer players. It's not like the book is trimmed from fat either, as it contains plenty of padding such as name generators by race and background generation tables. There should be a lot more for both players and DMs, and they should have been in different books.
The new player subclasses are mostly pretty good and balanced, with a few clunkers. For example, despite 4th and 5th Editions attempting to make the Paladin class more oriented towards the typical Sword & Sorcery style adventuring party, the Oath of Redemption feature once again creates a play-style that would clash with the average group. The Oath of Conquest is a more evil-oriented feature that is only somewhat more likely to be taken than the Oath of Redemption. However, most of the other class write-ups offer interesting and playable options to supplement the base character options, including such 3.X favorites like Arcane Archer, Hex Blade, and Cavalier (perfectly functional even without mounted combat). There are some class features that are more appropriate for espionage/intrigue styles of games, especially for Bards and Rogues. Not likely to see common use, but I'm sure they're welcome for those people who want to run that style of campaign.
Lacking are any revisions to the base classes or new classes. For example, Unearthed Arcana offered the Revised Ranger, especially a much better Beast Master. No Artificers or Mystics (the new Psionicists) to be found here either.
The Racial Feats are pretty neat, with the same array of "this one's great" or "this one's a little lacking" found in any past Feat lists, regardless of Edition.
For the DM, new traps and Common magic items were created (previously there were almost no Common items other than Healing Potions, which makes "Common" somewhat of an oxymoron).
That's pretty much it, aside from some additional fluff padding, like how to run a Shared DM game. As I said earlier, it's not that there isn't good material in this book, there's just not enough for the price point of one of their core books.