I have no class, or at least I'm very lenient on what people consider "class". Just to be sure, we're still talking D&D right?
I like class-system RPG. Class-less games sound perfect in theory but when I make such a character, I often feel disappointed by a) having to stretch my abilities/skills to thin or b) turn into some kind of one-trick pony. Even systems like 7th sea and L5R have, at their core, choice between dedicated warrior, magic user, or "neither", and then work relatively free-form from there.
But in D&D, I like to see classes as packages of abilities with a suggested theme. At the core, the barbarian will always be a warrior with a highly focused approach to combat, regardless whether you see it as a frothing-at-the-mouth berserker, or dervish sword dancer, or kung-fu Jackie Chan brawler. The paladin will always be a warrior-magic user with a code, regardless whether you see it as the traditional D&D LG paladin, a samurai warrior, or dwarven rune-priest, and whether you see its supernatural abilities as divine gifts, occult lore, or imposing strength of character. Cleric can be used to make a good witch, wizard a pseudo-science techno-priest, warlock a magic archer, monk a nice thief-acrobat throwback, etc. Ultimately, they all can represent batman...
But by the gods, pick some sort of concept for your class. "because I want eldritch blast" is a poor justification to multiclass into warlock. "Because I'm sworn to revere the spirits of my evil ancestors" is a better start, even if you use that mostly to justify your eldritch blast.
As far as I'm concerned, you can change everything but the progression table and the exact effects of abilities/spells around any fitting concept and have fun with it.