The available classes on Age of Dragons are:
Knight
They possess no skill for magic, and in fact distrust it severely. Knights will use all but the crudest forms of weaponry and armor. Most Knights enter combat using either a large two-handed weapon, or sword and shield. Knights must be well rounded in areas both physical and mental.
Fighter
Warriors are known to have more strength than the average player. This makes them better at hand-to-hand-combat, as they possess skills of violence and fighting unequaled by the members of any other class. However, they lack the ability to use magic of any sort. However, as they often have had need to use versatility and resourcefulness in their travels, fighters will use virtually any item they come across. Warriors must posses at least an average strength for the use of the heavy weapons and armor that are commonly used in combat.
Cleric
Clerics are the torches of faith in Krynn, spreading their religion to all who are willing. They serve under the direct purpose of the God which they follow, and as such devoted servants are granted a wide variety of spells, mostly of a healing or protective nature. Clerics can use most forms of armor and will wield only blunt weaponry. Clerics must be more wise and worldly than average and possess relatively average reason and intellect.
Mage
Those who study the arts of sorcery, and wield it with impressive results. Mages are a mysterious sort, often distrusted by those who do not understand the intricacies of magic. Some of the most powerful men and women from the history of Krynn have been wizards, for good or for evil. Most mages are members of the Conclave of Wizards, an organization created to promote and protect the use of magic in Ansalon. Renegade wizards are fiercely hunted by these wizards for fear of unleashing the overly dangerous and chaotic forces of magic. Mages must possess above average intellect for the complex formulas and mathematics involved in spell casting, as well as average agility to for the manipulation of spell components and performance of somatic gestures.
Ranger
These are the men and women of the wilderness, striving for the defense and flourishing of nature. They are superb woodsmen and excel at such skills of the wild. Also able warriors, rangers will use most weapons, save the most cumbersome and intricate, preferring the subtlety of nature. They will wear no armor heavier than chain mail, and even then usually prefer the lightest mesh possible. Rangers are, like paladins, holy warriors although of a different sort. The most adept of their kind receive some spells from their patron God. Rangers must have above average physical skills and must also possess more wisdom and worldliness than the norm.
Paladin
These are the holy and unholy warriors of the Gods. They hold similar views of honor as knights and cavaliers, and in fact many of them are just that. They will fight solely and fiercely for the beliefs and causes of their God, with little thought for their own desires. Paladins will use all but the most crude forms of armor and weaponry. Those who have reached the highest statures are granted some minor spells by their God. Paladins must possess decent physical attributes, and must also have an above average clarity of thinking as well as excellent social skills.
Druid
Druids are the protectors of Nature, believing in the sanctity of the natural world. Although they worship Gods of several faiths and alignments, they all have a similar goal for the most part in defense of nature. Druids receive a wide variety of spells from their patron God. They may only use weapons and armor of natural materials, save for a few select items used in ceremonies. Druids must possess above average wisdom and social skills.
Barbarian
These are the people of the wilderness, often dubbed as primitive by the "civilized" cultures. The warriors of such tribes and clans excel at combative abilities. Their skills reflect a nature of melee battle, and of seemingly savage, yet effective combat. Barbarians greatly distrust most forms of magic and will refuse to use it in any way. They will wield most weaponry save the most complicated. Their armor is limited to moderate protection, mostly thick animal skins. Barbarians must have above average strength and endurance to live such a hardy life.
Rogue
Rogues in Krynn may be thieves, troubleshooters, jacks-of-all-trades,
or scouts. Thieves are more commonly found in large cities where the
pickings are better than in rural areas and thieves guilds provide support and
protection.
Rogues rarely have much spiritual inclination, but many whisper quick
prayers to Branchala or Hiddukel to keep their steps silent and their
movements undetected.
Every race has its rogues, though their place in society can vary
widely from the despised to the exalted. Kender rogues exist outside the
normal rules of thievery, and are called .handlers.
Bard
Bards are the common folk.s source of news, gossip, and
entertainment.
Their songs and poetry become part of the lore and folk knowledge of
the land, bringing history.s heroes and villains to life, telling stories
that touch the lives of those who hear them.
Bards of good alignment revere Branchala, who teaches them to create
beautiful music and poetry to lighten the spirits of those in need and
to preserve the legacy of the champions of good. Neutral bards serve
Gilean. They focus on the lord of Krynn, from obscure knowledge to commonplace
news.
The bards of evil worship Hiddukel, using their glib tongues to spread
lies, make false deals, and advance their personal status and wealth. Though
they worship theses deities, bards are arcane spell casters who make use of
primal sorcery.
The gift of magical music is usually found among those races with
appreciation for art and culture, though even the savage races may have
individuals whose chants and drumming produces miraculous effects.
Assassin
These are the stalkers of man and animal alike. Trained in the arts
of stealth and hunting, they often use these skills to attack their
targets unaware, and use their stealth to escape if things turn out
badly. Often termed as hitmen or bounty hunters, assassins rarely have
trouble finding work in a world of relentless turmoil.
Assassins in Krynn are typically the hired hand or protector of those
who are in need. With the nimble skills of the rogues and a keen mind for
magic, they are a force of uncountey talents. Assassins can be found in
any city, town, or village, and like the rogues they rarely have much
spiritual inclination, but many whisper quick prayers to keep their steps silent
and their movements undetected.