3.
A shapeshifter is always a very nice thing. Of course, the werewolf always comes to mind first. This would be well implemented of course a house number.
But however you implement this class, it would be desirable to have such a job.
It doesn't have to be a melee fighter or a DPS role. Basically anything goes, as long as it's sold well. So a healer role can also be invented, who casts appropriate spells in a certain form. Or a ranged fighter who uses his abilities in a natural way in the shapeshifter form.
The important thing is that it looks natural. As if it were the natural way to fight.
That is, a werewolf is naturally designed for fierce hand-to-hand combat. It has claws, teeth and a lot of power and reaction.
If we take a dryad as a healer, its natural way is to heal, protect and fight from a distance with nature magic and plant magic.
It just has to be authentic, then you can deviate from the classic melee here if you want to.
4.
A wizard who uses sigils, ritual circles, runic symbols and/or ancient writings that then trigger spells.
You can make it dark and sinister, something along the lines of a master of ceremonies, with blood sacrifices, demon portals summoned from pentagrams and temporary demonic servants who are briefly humiliated to do so, and a forgotten evil script from a book written in blood.
You can also make it more neutral a spellcaster, for example, or more classic direction runescribe.
The important thing with this class is that it doesn't cast spells directly itself, but it all runs through these sigil spells, and writing/symbols. So it will feel absolutely different from a caster. You sort of call upon powers and focus this on sigils on the ground, or characters written in the air and then you bring the magic to life with that first.
So it's a caster that plays a little slower, prepares over these anchor symbols/writing/banning circles and then the powers he calls then do their job, or the effects are triggered. A seal circle provides protection, or the ritualist creates a circle of soul sucking and when 3 mobs die in it, it splits the ground and a horned demon temporarily gets out impor and fights for the group.
That's a good place to let off steam.
The important thing is to make it clear to the player that he is not a wizard in the classical sense, but it feels absolutely different from direct spellcasting.
Enough for now...
Hope to have set a few incentives.
Many greetings

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