So an interesting realization came to me.
5th edition D&D has class archetypes, which have an interesting function. These archetypes have been an excellent way to expand a classes purviews and themes. But where archetypes in other systems seek to expand the possible choices that might exist in a fantasy game, the archetypes in D&D, (official, third party, otherwise), have been able to merely expand into separate genres within fantasy.
Whether a regional setting (Kara Tur, Chult, Icewind Dale) that evoke a certain cultural parallel (Far East, Jungle, Norse) that, in the absence of blatant stereotype, does require a different slant when it comes to options and class “dressing”. Having a barbarian that can resist extreme weather and control lightning might be a bit more on theme in a frozen northern setting than some other type of barbarian.
And that is where the archetype system is very powerful for creating a shorthand for setting appropriate character. When I have written for a given setting, the first thing that I do is create some archetypes that make more sense for that setting. This is especially true for some classes that fit explicitly in a fantasy setting, and may not have a perfect analogue in a science fiction setting, such as wizards, paladins*, clerics.
But more than that, it is important to at least have an option that makes a class feel tied to the setting in a deeper way, and to potentially replace an archetype that may not fit in a setting, such as the draconic bloodline for sorcerers if your setting does not have dragons.
So consider that if you would like to tool around with class mechanics or even creating an archetype or two of your own. Search for some reputable third party source that might have already made the perfect archetype or class for your campaign**.
There are some impressive and focused work being done with certain genres where a focused answer might be better than some catch all resource, or even an ever expanding grouping of “core” archetypes that only swell the rules.
And that is an important distinction. An archetype or class made for a horror game won’t necessarily work in a noire game, or even in a baseline fantasy game. Differentiation is what will keep this edition from bloating to untenable levels, and keep it simple and effective for all the stories that we want to tell.***
*On the other hand, paladins are a lot more malleable in this edition D&D.
** Here are two excellent examples of whole cloth classes that add to certain settings or genres:
Pugilist (Like a brawler, in contrast to a disciplined monk)
Clown (a silly but well done attempt to make a clown into a full blown class)
*** Like all the stories that D&D is already telling!