Barbarians are raging warriors who, without armor, are almost insurmountable, wild forces in combat near impossible to take down.
Bards are musicians who tap into the power of creation via music, art, poetry, or choreography, supporting, healing their allies, and cursing their foes.
Clerics are servants of the divine, with power anywhere from pure healing, to mighty thunder, to the power of the dragon.
Disciples are armor and weaponry based warriors who use mystical fighting styles in combat, incredibly versatile champions, they treat fighting as an art style.
Dracolytes are warriors who use the power of dragons to strike fear into the hearts of their enemies and embody the abilities of the dragon they draw their strength from.
Druids are mages who use the power of nature and shapeshifting into animals, they are generally supports on the battlefield, but can also be monstrous forces in beast form.
Fighters are extremely versatile warriors with a myriad of fighting styles, weapons, armor, and attacks to best execute their unique flavor, often tanks and/or a whirlwind of blades and/or arrows.
Monks are warriors, fighting with tenacity, using only their fists and wisdom, tapping into the energy flowing through the world, their flexibility and hurricanes of punches makes them a force to be reckoned with.
Paladins are holy warriors, clad in armor, weaponry, and ringed with divine power, they smite down their foes and, take hits like a monster, while supporting their allies.
Rangers are expert trackers and hunters, using martial prowess and learned knowledge of nature, the wilds, and beasts to master their surroundings, with intense power on the battlefield and a variety of skills and specialties their utility and strength is near endless.
Rogues are stealthy and skilled assassins, tacticians, scouts, and more, they specialize in what they're good at, becoming some of the best in their specialties, almost never failing, and dealing unreasonable amounts of damage and death to their foes.
Savants are experts in a field of their choosing, learning the ins and outs of it, and combat, through consistent learned and studied courses, becoming surprisingly effective adventurers, both on the battlefield and off.
Sorcerers are natural mages, using talent rather then study, worship, art, devotion or pacts, to gain their magic, slinging spells known innately and transmuting them via natural skill, with massive damage and power dealt on the battlefield.
Travelers are hardy, rounded, and versatile journeymen, who gain power from their experience on the road.
Warlocks are mages who gain magic via making a pact with a powerful, sometimes incomprehensible being, with a unique form of casting spells allowing them to consistently cast their most powerful spells.
Warlords have a great presence on the battlefield, commanding and inspiring others in split second decisions, giving their allies additional offensive, defensive, and utility abilities, while using their own to great effect.
Wizards learn their spell casting through repeated learning and study, carrying their spellbook and reviewing it each night, while this seems like a downside, this allows them to learn every spell in the world, giving them massive utility, support, healing, power, and offensive potential in all scenarios.