From http://www.enworld.org/showthread.php?p=3932919#post3932919
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Now on to the classes-five are detailed in length in the book.
Presumably, these are the classes that will definitely make the first
Player’s Handbook:
Cleric: One major change the cleric has undergone is that in addition to
spells he or she will also possess rituals and healing prayers, which
will encompass most of the healing spells the cleric possessed in 3E.
(Presumably, these will be at-will, per-encounter or per-day abilities.)
Consequently, cleric spells will now mostly involve buffs and combat
spells (and a great many brand-new spells have been created for the
cleric). Also, all classes will possess the ability to heal themselves to
some degree (possibly the SW Saga Ed. second wind?), and Leaders are able
to grant an increase to this ability. In sum, clerics will no longer be
called upon to heal as much as they used to, and will be able to
participate in battles more. It is also stated that clerics will not be
as powerful vis-à-vis the other classes as they were in 3E, and that
summoning spells have been removed from their spell lists (likely to
appear in a later volume).
Fighter: In addition to receiving powers akin to the maneuvers in Tome of
Battle, they will have a number of other abilities to increase their
hardiness, “stickiness” (meaning the difficulty foes encounter in getting
past/around them) and armor proficiency (they will have the exclusive
ability to retain a greater amount of their Dex bonus than other classes
while wearing heavy armor). Feats and fighter powers will allow a sword &
shield fighter to accumulate greater AC bonuses and the ability to defend
others.
Rogue: Not too much has changed—sneak attack will still be vital for this
class, but it will be even easier to set up. Virtually all monsters can
be sneak attacked now, even golems and such. Rogues will still be the
most skill-based characters, but the skill list has been streamlined and
cut in half as it was in SW Saga Ed. (Hide and Sneak are one skill,
etc.).
Warlocks: In 4E, these are arcane Strikers, able to do a great deal of
damage to one or two foes at a time. They can align themselves with fey
spirits, devils, demons or the “stars and the darkness between them.”
Their abilities will include transportation effects, invocations, curses
and a powerful melee attack called Soul Ruin. They also have the ability
to use Pacts, meaning that it looks like they absorbed the Binder, and
each Pact will grant per-encounter curses.
Wizards: Schools of magic are gone, replaced by foci (orb, staff, wand,
with more to come in later books possibly). The orb foci involves terrain
control and retributive and perception effects, staves ranged blasting,
and wands long distance control and defense. In addition to spells,
wizards will also possess rituals that deal with item creation. Metamagic
feats are gone, though spells can still be boosted by Wizard powers and
other feats. In addition, since characters can buy any kind of feats they
want, it is mentioned that you could turn a Wizard into a 3E-style
Warmage or Duskblade by buying weapon, armor and melee attack feats, as
4E Wizards no longer suffer from arcane spell failure in armor.
Following this, there is a section on “Other Classes,” with a few short
notes about the other classes which were not so developed at the time the
book was finished:
Barbarians: The 4E Barbarian will be all about the rage, with many
different rage effects to choose from. They will also be more feral—one
cited barbarian ability involves him biting his opponent after his melee
attack.
Paladins: Their powers are being completely redone, as the designers felt
they were lacking in 3E (notably the Smite ability). Unsurprisingly, they
will possess several different kinds of smiting abilities.
Bards: Drawing their powers from “otherworldly patrons,” Bards will
possess many abilities related to illusion and mental trickery. They will
retain their inspirational and lore knowledge abilities.
Druids: The 4E Druid will heavily emphasize sharp-changing abilities, and
will possess a spell list with ranged firepower and utility effects.
Monk: Not much has changed-will probably be designed as a Striker.
Rangers: Also seem little unchanged.
Sorcerers: It is stated that Sorcerers will barely be in control of their
magical abilities, but whether or not this means they’ll function
somewhat like wild mages is unclear. It does mention that a Sorcerer who
casts a cold spell might have a protective aura of freezing cold around
him afterwards for a short while.
Swordmage: Arcane Defenders who use magical protection as opposed to
armor. They are designed as melee specialists with few ranged attack
powers.
Warlord: Much as described before, but they also mention an example of a
Warlord power called “Feather Me Yon Oaf!” (they often use humorous
titles as stand-ins until they come up with the real one). When the
Warlord uses this ability, his allies get an immediate action to draw a
missile weapon and shoot the Warlord’s designated target.
--
Marcel