If you can send me the info I can look into it. In the meantime I've drawn up a list of the classes I'd be permitting for DnD. These descriptions aren't the best, but they do give a general (and dramatic) idea.
Roles: All classes fall under one of these roles. These descriptions are far from absolute, and some classes tend towards multiple roles.
Controller: Powers frequently have more than one target. Possesses abilities that weaken, confuse, or obstruct.
Defender: Highest defences and health. Possesses abilities that make it dangerous for enemies to attack other targets. No slouch in the offense department either.
Leader: Able to defend, heal, and inspire allies while weakening foes to single them out.
Striker: Highest single target damage. Uses mobility, trickery, or magic to manoeuvre across the battlefield and single out enemies.
Classes: These descriptions focus mainly on combat abilities. All classes possess useful talents and utility powers that can function out of battle. As a general rule, most classes with leader as one of their roles possesses some form of healing ability, though some are superior to others.
Avenger: A striker that leans towards controller. This holy assassin uses divine power to methodically pursue its target and punish any enemy foolish enough to get in the way.
Barbarian: A striker that can lean towards either defender or leader. This tribal champion harnesses inner power and primal rage to channel the fury of nature into powerful melee attacks. Able to use a variety of rage abilities to acquire a wide range of buffs.
Bard: A leader that leans towards controller. Uses inspiring song, personality, and arcane wit to empower allies, dazzle foes, and support a variety of actions.
Cleric: A leader. Channels the power of faith to shield, heal, and empower allies while weakening enemies. Has the most powerful healing spells, but is no slouch when threatened.
Druid: Controller that leans towards either leader or striker. Can use primal power to become a beast for control at close range, or remain humanoid and cast spells to hinder or support from a distance.
Fighter: A defender that can lean towards striker. Uses martial skill with a wide variety of weapons to contain enemies in melee and to punish them for turning away. Also quite tough and resilient.
Invoker: A controller that leans towards leader or striker. A divine spellcaster that channels innate power, this holy wizard smites enemies from afar and can even summon angels at higher levels.
Paladin: A defender that leans toward leader. Uses divine power and spiritual strength to issue bold challenges and guard allies. Possesses limited healing ability.
Ranger: A striker. Specializing in archery or two-handed weapons, these masters of mobility can weave around enemies to devastating effect.
Rogue: A striker. These cunning combatants work best when the enemy has a weakness to exploit, and will use trickery and skill to make sure there is always one present.
Shaman: A leader that can lean towards either defender or striker. These primal channelers use their spirit companion to bolster and heal allies, and can summon other spirits to attack their enemies.
Sorcerer: A striker that leans toward a controller. By drawing on innate wild, dragon, storm, or astral magic flowing through their veins, these powerful spellcasters use the arcane to devastating effect. Fireballs, lightning, ice and more, raw power courses through these individuals and begs to be released.
Warden: A defender that can lean towards controller or striker. Draws on primal powers to strike enemies and guard allies, while also imbuing their forms with aspects of nature.
Warlock: A striker. By forging pacts with infernal, fae, cosmic, or ancient powers, these eldritch spellcasters use their powers to harm, weaken, and hamper their targets while using flight, teleportation, and invisibility to remain safe.
Warlord: A leader. These martial marshals are able to rally allies into tactical positions and empower their attacks while doing the opposite to their enemies.
Wizard: A controller. These versatile spellcasters use their knowledge of the arcane to act across large areas. Their spells can put enemies to sleep, or bathe them in fire.