Fighter
hit dice 1D10 · prefers long blades
Lethal with any weapon and any armour, relying on strength and endurance instead of magic. Advances by accumulating raw combat ability - enhanced damage, a second attack and then a third - plus battlefield skills like rescue, disarm and a war cry that steadies allies.
The recommended start. A Human Fighter has the biggest health pool in the game and the most forgiving playstyle.
Rogue
hit dice 1D8 · prefers short blades
Fights with speed and leverage rather than force, taking the opening an opponent did not mean to give. The only class that can pick a lock, and already practised at it. Their riposte arrives earlier than anyone else's, turning a parried blow straight back on the attacker.
For players who would rather find the way in than break it down.
Mage
hit dice 1D4 · prefers staff
Trades armour and endurance for the most destructive magic in the realms. Starts with magic missile and grows into burning hands, fireball and haste, with invisibility and detect invisibility for reaching places they are not wanted.
Everything costs mana, and a mage who runs out is in real trouble. Rewards watching your resources and picking your fights.
Cleric
hit dice 1D8 · prefers hammer
Healer and protector who goes to war with hammer and staff. Mends wounds from the first level, later curing blindness, blessing companions and raising a sanctuary that halves the damage its subject takes. Can strike too, with harm.
The best natural healing in the realms, and the reason a party stays standing longer than it has any right to.
Scholar
hit dice 1D6 · prefers unarmed
Academic researchers who wield the power of knowledge. The only class that can both heal and destroy - never as well as a cleric or a mage, but well enough to stand alone - and the only one that can poison a foe.
Away from a fight, the most useful person in the realms: unmatched lore, a head start in crafting, and a haggler's tongue.