Savage Worlds doesn't have classes, but it's common for settings to offer archetypes - pregens with the Hindrances (and occasionally a few skills) missing. They're ideal for players who aren't sure what sort of character they want to play, and the available archetypes can also help set the tone of the setting.
As War of the Burning Sky is designed for D&D, it makes a number of references to D&D classes - such as the distinction between wizards and sorcerers, or the role of clerics as inquisitors. Therefore I thought it would be appropriate to create a list of archetypes based on D&D classes.
Note that these are optional. Players can instead create a character from scratch, or they can use an archetype as a starting point and swap out things they don't like.
Barbarian
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d4, Evading d6, Fighting d6, Healing d4, Intimidation d6, Notice d4, Riding d4, Survival d4, Swimming d4, Throwing d6, Tracking d4
Charisma: –; Pace: 6; Parry: 5; Toughness: 7 (1)
Hindrances: One Major, Illiterate, and one additional Minor
Edges: Berserker Rage
Gear: Battleaxe, 2 throwing axes, thick furs (+1 armour)
Bard
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d4
Skills: Evading d6, Fighting d6, Knowledge (Bardic Lore) d6, Lockpicking d4, Notice d4, Persuasion d8, Riding d4, Shooting d4, Stealth d4, Streetwise d4
Charisma: +2; Pace: 6; Parry: 7 (2); Toughness: 5 (1)
Hindrances: One Major, two Minor
Edges: Charismatic, Bard
Gear: Rapier, main gauche, dagger, shortbow, light leather vest (+1 armour)
Cleric
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d4
Skills: Evading d6, Faith d8, Fighting d6, Healing d6, Knowledge (Religion) d6, Notice d4, Persuasion d4, Riding d4, Throwing d4
Charisma: –; Pace: 6; Parry: 6 (1); Toughness: 6 (2)
Hindrances: One Major, two Minor
Edges: Arcane Background (Miracles), Holy Warrior
Powers: Healing (cure wounds), Succor
Gear: Warhammer, target shield, sling, light chainmail vest (+2 armour)
Druid
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Evading d6, Faith d8, Fighting d6, Healing d4, Knowledge (Nature) d6, Notice d4, Riding d4, Survival d4, Swimming d4, Tracking d4
Charisma: –; Pace: 6; Parry: 6 (1); Toughness: 6 (1)
Hindrances: One Major, two Minor
Edges: Arcane Background (Miracles), Beast Master
Powers: Beast Friend, Summon Ally (wolf for 2 PP, bull for 3 PP, or shark for 3 PP)
Gear: Staff, sling, light leather vest (+1 armour)
Fighter
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Evading d8, Climbing d4, Fighting d8, Intimidation d4, Knowledge (Battle) d4, Notice d4, Riding d4, Shooting d8, Throwing d4
Charisma: –; Pace: 6; Parry: 7 (1); Toughness: 8 (3)
Hindrances: One Major, two Minor
Edges: Brawny
Gear: Longsword, target shield, dagger, shortbow, breastplate (+3 armour)
Monk
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Evading d8, Faith d8, Fighting d8, Healing d4, Knowledge (Religion) d4, Notice d4, Stealth d4
Charisma: –; Pace: 6; Parry: 5; Toughness: 5
Hindrances: One Major, two Minor
Edges: Arcane Background (Miracles), Natural Weapons (martial arts: Str+d4)
Powers: Smite (psychic infusion), Deflection
Gear: Robes
Note: You qualify for the Adept Edge, and can take it with your next advance.
Paladin
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Evading d6, Faith d8, Fighting d8, Intimidation d6, Knowledge (Religion) d4, Notice d4, Persuasion d4, Riding d4
Charisma: –; Pace: 6; Parry: 6 (1); Toughness: 8 (2)
Hindrances: One Major, two Minor
Edges: Arcane Background (Miracles)
Powers: Healing (lay on hands), Smite
Gear: Longsword, target shield, dagger, light chainmail vest (+2 armour)
Note: You qualify for the Champion Edge, and can take it with your next advance.
Psion
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d4
Skills: Evading d6, Fighting d6, Notice d4, Persuasion d4, Psionics d8, Riding d4, Streetwise d4, Taunt d8, Throwing d4
Charisma: –; Pace: 6; Parry: 6 (1); Toughness: 5 (1)
Hindrances: One Major, two Minor
Edges: Arcane Background (Psionics), Mentalist
Gear: Spear, light leather vest (+1 armour)
Powers: Burst (psychic scream), Deflection (forcefield), Mind Reading (telepathy)
Note: If you wish to play a soulblade, swap Mentalist for Mind Blade.
Ranger
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Evading d6, Fighting d6, Healing d4, Notice d4, Shooting d6, Stealth d4, Survival d8, Tracking d8
Charisma: –; Pace: 6; Parry: 6 (1); Toughness: 7 (2)
Hindrances: One Major, two Minor
Edges: Woodsman
Gear: Shortsword, main gauche, dagger, longbow, light chainmail vest (+1 armour)
Rogue
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Evading d8, Climbing d6, Fighting d6, Lockpicking d6, Notice d4, Repair d4, Stealth d8, Streetwise d4
Charisma: –; Pace: 6; Parry: 7 (1); Toughness: 6 (1)
Hindrances: One Major, two Minor
Edges: Thief
Gear: Shortsword, main gauche, dagger, light leather vest (+1 armour)
Note: You qualify for the Sneak Attack Edge, and can take it with your next advance.
Sorcerer
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d4
Skills: Evading d6, Fighting d6, Intimidation d8, Notice d4, Persuasion d8, Sorcery d8, Streetwise d4
Charisma: –; Pace: 6; Parry: 6 (1); Toughness: 4
Hindrances: One Major, two Minor
Edges: Arcane Background (Sorcery), Summon Familiar
Gear: Spear, dagger
Powers: Burst (jet of flame), Deflection (entropic aura), Light/Obscure (illusion)
Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
Skills: Evading d6, Fighting d4, Investigation d6, Knowledge (Arcana) d8, Notice d6, Persuasion d4, Wizardry d10
Charisma: –; Pace: 6; Parry: 6 (1); Toughness: 4
Hindrances: One Major, two Minor
Edges: Arcane Background (Wizardry), Wizard
Gear: Staff, dagger
Powers: Armor (mage armour), Bolt (magic missile), Burst (burning hands), Deflection (shield), Fly (feather fall), Light/Obscure (dancing lights)
It should also be noted that I'm using a number of setting rules (as well as custom Edges). One of them is the introduction of an Evading skill: Parry is now half Evading plus 2 (the Fighting skill becomes purely offensive). Evading is also used in place of Agility when evading area attacks, diving for cover, avoiding the Entangle power, Full Defense, and (at the GM's discretion) avoiding certain traps. As compensation for spreading skill points a bit thinner, all characters begin with a free advance.