Etrian Odyssey-based RtD.
Mostly, this is all about building a warrior from the ground up and watching gigantic deer destroy them.
Classes-
The Arcanist, who can create circles and cause horrible afflictions to an entire field of enemies, as well as relieving said effects on friendly units. Can later perform non-ailment debuffs on enemies with a gaze and dispel circles for damage.
The Bushi, long-lasting beastkin warriors who sacrifice health for damage and recover it by dealing damage.
The Dancer, who's dances buff and heal the party, while evading attack and following up a friend's attacks.
The Fortress, who acts as a shield as well as a sword, able to take hits as well as deliver them. Able to protect a friendly unit and grow stronger from it, Fortresses are formidable foes indeed.
The Imperial, user of the enigmatic Drive Blade, it's devastation only limited by it's tendency to overheat.
The Landsknecht, warrior who is good overall at all positions as well as able to follow elemental attacks. Their sword skills are rarely matched in versatility.
The Medic, tasked with keeping the party alive and well. Able to fix nearly any ailment that comes your way, they can also learn fairly potent bashing skills.
The Nightseeker, able to make any foe's bad day much much worse. Dealing extra damage to any foe suffering an ailment as well as having many attacks with a chance to cause them, the Nightseeker's subterfuge is unmatched by any other.
The Runemaster, squishy mage with potent magic, able to increase the number of runes as well as their potency through study.
The Sniper, long-range damage dealer and disabler, able to critically wound foes and stop their attacks.
Legacy Classes- Classes from previous generations (currently EOIII only) that aren't quite the same as above.
Arbalist- Sniper with less durability in exchange for greater damage. Good at taking out foes much larger than themselves. Less binding opportunity.
Buccaneer- Indirectly linked too heavily to any one class. Bucaneers use swords as well as guns, and uses their speed to chase after a friend's attack to deal more damage as well as attack many times in a row. Tricky to deal with, Buccaneers are swift as they are strong.
Farmer- Dear god. You want to die, I assume? Any other class can fight better than you can even hope to, though you are useful if you can be kept alive. You probably can't.
Gladiator- Landsknecht-like warriors, they sacrifice some armor for physical power- they can continue to forego armor, or even cut their own HP, for even more damage output. They can possibly lower enemy defense and offer the ability to attack enemies over and over again.
Hoplite- Fortresses with sharper points. Able to nullify elemental attacks, guard friendly units, and even recover while defending, the Hoplite may be a defensive class but it is not purely for shielding- they have spears and can use them well.
Monk- Not truly related to other classes, the Monk is a great healer and a good fighter. They make for good direct healers while gaining abilities to return some damage.
Ninja- Similar to Nightstalkers, the Ninja is all about disrupting an enemy. Able to create clones as well as offer a myriad choice of ailment-causing attacks, the Ninja may not be able to take hits, but can evade and cause chaos well.
Prince/Princess- Specializing in making the party stronger through buffs and passive healing, eschewing offensive capability for pure boosting power. Durable enough to survive combat, they can even buff themselves, allowing for a powerful, if plain, unit.
Shogun- Gaining the ability to dual-wield swords, the Shogun is all about attacking as much as possible. A true leader in combat as well as able to hold their own, the Shogun works well with teammates but can hold their own.
Wilding- Able to call and commune with the beasts of the land, Wildings are able to attack and cause ailments fairly well- just not directly. Bad with direct combat but better with fewer friendly units, Wildings walk a fine line between a good offensive supporter and a bad attacker in general.
Yggdroid- An interesting class, they seem weak in offensive power until a closer look is taken. Able to command some of the most powerful attacks with some planning, the Yggdroid constantly binds and unbinds itself with it's attacks. They are also able to command Bots, which are durable summons that, while unable to be healed normally, can chase elemental attacks. Quite powerful overall stat-wise, the Yggdroid requires patience- but rewards with potent attacking strength.
Zodiac- Similar to Runemasters, the Zodiac are experts in magic, able to hit singular targets, multiple targets, or counter magics of a type they've learned. Able to manipulate mana to reduce cost to allies or empower skills, they also gain a single physical skill in the form of a meteor.
Subclasses may be taken in one of three ways.
1. Secondary Learning
This style unlocks some of the skills from another class, allowing mix-and-match. Legacy as well as all highest-tier abilities are not allowed.
2. Style or Theme Cross allows you to take a custom class title and gain a mix of the two constituent classes that went into the subclassing. A Zodiac and a Runemaster, for instance, gives you an insanely powerful wizard with likely eldritch connotation (the Zodiac are already space-oriented, adding runic lore to it gives a Lovecraftian feel).
3. Spiritual Cross allows you to take on new abilities in a supernatural form, such as symbiotic possession or something akin to a Stand or a Persona.
If you choose to play as a Legacy class from the start, you may choose to subclass with Secondary Learning with a Legacy class.
Right now this is just used to come up with interesting concepts for characters, such as a Bushi/Wilding combo (master of beasts, beastkin).