The following classes, and their archetypes, are available. If a class or archetype is not listed, its not available.
Artificer - Available to any race, depending on your archetype. Alchemists can be found amongst most of the tribes, including the more civilized Wyld humans. Armorers and battle smiths are more common amongst wolves, bears, and radiant.
Specialties Available: Alchemist, Armorer, Battle Smith
Barbarian - Thematically, the barbarian is available only to the Wyld humans. If you're looking just to play an angry brute, I might allow it for other races, but you'd never call yourself a barbarian. Rage can also be thematically changed it a cold focus or fury. Work with me on the details. But I most likely will disallow barbarian for any race other than Wyld humans.
Paths Available: Ancestral Guardian, Battlerager, Beast, Berserker, Storm Herald, Totem Warrior
Bard - Freely available to any race. Bards are valued mostly for their knowledge of current events, and the entertainment they offer on cold nights. Most bards are bears, umbral, or wolves.
Colleges Available: Creation, Eloquence, Glamour, Lore, Swords, Valor
Cleric - Make sure your domain fits the cultural or thematic presence of the god you worship. Also note, that you do not have to follow any of the main deities. There are little gods all over the place, and its perfectly viable to worship the god of whatever village you grew up in.
Domains Available: Ambition, Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Peace, Solidarity, Strength, Tempest, Trickery, Twilight, War, Zeal
Druid - Druid is a -very- rare class, and I'll need some good background to allow it. In all cases, the normal wild shape feature will not be available, and a suitable replacement will be found. Please note, this means that the Circle of the Moon archetype is not available. Archetypes that either allow variant wildshaping, or use wildshape uses, are likely unchanged.
Circles Available: Dreams, Land, Shepherd, Spores, Stars, Wildfire
Fighter - As common as clerics and rogues, fighters can be found amongst any race.
Martial Archetypes Available: Arcane Archer, Banneret, Battle Master, Cavalier, Champion, Eldritch Knight, Rune Knight, Samurai
Monk - Common amongst the more intellectual or less chaotic races. You'd be hard pressed to find a demon monk, for example, but they are relatively common amongst radiant, tigers, umbral, and bears. Monks form small communities of sects, where their particular philosophies and art forms art taught. Sects do not typically make exclusions, but some tribes are more inclined towards a particular sect then others.
Monastic Traditions Available: Ascendant Dragon, Astral Self, Drunken Master, Four Elements, Kensei, Long Death, Mercy, Open Hand, Shadow, Sun Soul
Paladin - Most commonly found amongst the radiant, the paladin leads the battle against corruption and blight.
Oaths: Ancients, Conquest, Crown, Devotion, Glory, Redemption, Vengeance, Watchers, Oathbreaker
Ranger - Most common amongst the Wyld, Wolf, and Panther tribes.
Conclaves: Beast Master, Drakewarden, Fey Wanderer, Gloom Stalker, Horizon Walker, Hunter, Monster Slayer, Swarmkeeper
Rogue - All races can become rogues.
Archetypes: Arcane Trickster, Assassin, Inquisitive, Mastermind, Phantom, Scout, Swashbuckler, Thief
Sorcerer - Sorcerer is restricted to Unicorns, or those with excellent backgrounds; there is a a lot of cultural bias against this class.
Sorcerers were initially gifted their power by Phoenix herself, and manifests as an intrinsic understanding of magic and the capbility to manipulate reality through willpower. This is not a bloodline, and capability or access to sorcery does not depend on one's ancestry at all. Instead, each sorcerer is influenced by their upbringing or their understanding of reality, their desires and motivations form the fashion and fabric of their sorceries. Mechanically, the class is as-written. A dragon bloodline, for example, would be influenced by the nature of Dragon himself, while a Wild magic would perhaps be influenced by the curse of humanity; Phoenix has cursed humans, therefore your sorcery lacks the checks and balances it would otherwise have.
Bloodlines Available: Clockwork Soul, Draconic Bloodline, Divine Soul, Shadow Magic, Storm Sorcery, Wild Magic
Warlock - Most common amongst the demon race, who are naturally inclined towards pacts. All warlocks have a demonic patron, and that patron is a very real and present entity in the world. This doesn't exclude patrons other than the Fiend. An archfey could represent a demonic patron of the Aether mantle, who is just a little whimsical and crazy. A celestial patron could be a demon closely allied with gods, perhaps a Void or Hellfire mantle. If you play a warlock, your patron will be involved in your life. You'll likely be given quests or duties by your patron, and they will most likely have a influence on your personality, goals, and motivation.
Patrons: Archfey (Fey are powerful native elementals, akin to minor deities), Celestial (Any local deity; you're likely two steps from being a priest, and might be considered a laypriest or shaman for that deity), Fathomless (most likely a powerful oceanic titan or demon), Fiend (any other demon, regardless of their actual power compared to you), Genie (non-native elemental spirits), Hexblade (Void demons, shadow fey, or Moired)
Wizard - While not strictly restricted to the Unicorn, wizards are still pretty uncommon. Most people cannot tell the difference between a wizard or sorcerer, so you might be in for some tough times.
Schools: Abjuration, Bladesinging, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Scribes, Transmutation, War Magic