It wouldn't be fair to review these as a whole, as some of this content is really great, and others less.
Barbarian: While I love all the abilities individually, I think the 10th level one doesn't fit with this theme. Overall though, a solid 4/5.
Bard: I'm not a fan of this one. It grants you two proficiencies that aren't in the game (ventriloquism and puppeteering) where as it should give performance and when doing either of those two uses of performance, you double your proficiency bonus. The other abilities are named well, but don't really thematically fit the themes of control and subversion. A 2/5 (because it IS balanced)
Cleric: While I've seen the travel domain done many times, this is a pretty good one. The fast paced ability is neat, granting you and one creature benefitting from a concentration spell you cast upon it get 10 foot bonus movement. That's cool. The other levels of the class are equally well themed. 4/5 because the capstone isn't that interesting and it's been done in other classes.
Druid: Swarm style druids are always neat. The cool thing abotu this one, your allies ARE your swarm instead of being made of a swarm (although there is some of that in there too). 5/5 for a very comprehensive, balanced, and well themed archetype.
Fighter: It's... ok. Thematically, it lets you use unarmed and improvised weapons exceptionally well. And it does so in a balanced way. However there are a number of abilities that allow you to enact a variety of status ailments upon your foes. How those work is attacking, and if you hit you replace your damage with the effect but traditionally conditions are applied via saving throws. It might be fine, and I'm overly concerned but I'd watch the table closely if you allow this one. 3/5 for caution (but could be a 4/5 if it really is balanced).
Monk: The meteor hammer is one of my favourite chinese weapons, so I might be biased on this one. Overall I'd give this a 4/5 because honestly, it doesn't use the action economy. It's a bunch of "if you hit you can expend x to do y". There's very little variety here, but it DOES look balanced and seem like it would play well. I just don't know if it would be FUN.
Paladin: Right off the bat, the second divinity ability knocks a star off for me because of awkward wording on the group effect. It shouldn't be "total cr equal to or less than half your level", it should be a number of targets equal to your Cha mod. But that's not bad, a 4/5 is still good and the archetype is more or less balanced (sacred polyglot letting you "only take half a minute to read one page of text"... that's oddly specific and... really it's just odd.)
Ranger: A bounty hunter. And it's really well done. However, a 3/5 on this one, as Lone Wanderer granting a feat and if you already have it, a free feat, is bad design. Feats are an optional rule set. Better to have just recreated the effect here (and then have a sidebar about if you use feats and already have taken it) and not worry about the interaction. Add to that "Spur of the Moment" basically gives free HP when you're NOT hit. These are minor issues and if you or your DM understands why I took stars away, this archetype is probably one of the top three in the book.
Rogue: This is a solid 5/5, although of all the archetypes it's the most in need of an edit and polish pass. I see what the author was doing and it's great!
Sorcerer: I'm not sure how one gets abberant blood in their family lines, or rather I'd rather not think about it, but as a sorcerer it makes for an interesting archetype. Telepathy, psychic damage, madness... this is exaclty what it says it is. Overall I give it a 4/5 on a personal level, or a 5/5 objectively (I'm not a fan of "edge" or "dark" archetypes, I believe your 'darkness' should be roleplayed not 100% mechanical.
Warlock: An ooze patron is a neat idea. I'm not sure how balanced this one is, but it does let you split yourself into two creatures and that's really cool. I say a 5/5 for coolness, but a 3/5 for balance (without further testing).
Wizard: 2/5 for the "time wizard". The mechanics are awkward, ranging from barely notable to "holy living heck". Now the theme here works really well here, the chosen mechanics DO represent time travel.
The book is in heavy need of editing and polish, but overall the ideas presented in here are excellent and can be adapted to play at nearly any table. But overall, it's a solid product as it is right now.
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