I have created a couple of custom classes (Keep in mind, I have disabled perma-death on my server, so when a player dies, they are just teleported back to Nexus. I know this may be considered sacrilege, but it seems more fun with my friends and I):
BloodMage
Desc: A wizard that kills others by sacrificing himself.
Ability: Deals chain lightning, and as a bonus, gains a heal over time buff, with a duration dependent upon how many enemies were actually hit with the chain lightning. If the ability is already active, the timer will reset. NOTE: This ability spends HP not MP. This character does not utilize MP.
Items: Uses wands, Blood Gems, Robes, and Rings
As far as the Blood Gem ability items are concerned, T0 - T5 have been created and drop appropriately, although the power and effectiveness still needs some playtesting to balance. T6 Blood Gem has been created, although not sure if it will drop.
I am working on creating a custom set of images for BloodMage and the Blood Gems, but I am no artist, and the coding aspect was way more fun than pixel drawing

Monk
THIS IS VERY EARLY DEV
Desc: The Monk seems to become more powerful the more he realizes his sacrifices.
Ability: Deals an area damage similar to Paladin, but will also get a buff (different ones, possibly stacking, as you get better tiered items) if your HP is below a specific amount.
Items: Uses Bracers, Belts, Robes, and Rings
As far as the Bracers attack items are concerned, I have not created them yet, just using swords atm.
As far as the Belts ability items are concerned, T0 is the only one that I have created at the moment.
Again, no custom images have been created yet.
I do have an issue that I do not know how to solve, in which the custom newly created effects do not show up in the tooltips on the items. I have a temporary work around in which I just put some notes about the effects in the flavor text (description) of the item. Any help here would be wonderful.
All dev is using server/client from the New (leaked) MMOE Private Server Tutorial thread.
If anyone would like the code (albeit it is a bit "alpha" at the moment) to beat around on and play with, then I will gladly supply.