The limited scope of the game and options in the SRD means we need to rely on homebrew archetypes and there are certainly some fun ones in Solasta. The Greenmage, Cleric Domains and the Paladin Oaths are examples of homebrew options I find to generally work out very well in the game. So a big thumbs up on those.
Other class archetypes are less appealing, particularly for Fighter, Ranger and Rogue. This isn't just the fault of the homebrew content, because it is the SRD options that are underwhelming for Fighter and Rogue. Champion is pretty boring and does little to enhance the Fighter compared to Mountaineer or Spellblade, while the homebrewed Darkweaver seems to largely be a more usable Thief in a combat heavy campaign. So props to TA for that too.
In the interest of that, here are some ideas for homebrew archetypes that I think would be more interesting to play with than some of the options we got and that incorporates some of the flavor from the classes that (likely) won't make an appearance in the game. I would love to see more archetypes being added in DLC and stuff later on.
Feel free to suggest improvements or fill in any blank spots I leave. I include the lvls for archetype features above lvl 10 too, where I have some ideas.
Fighter - Berseker / Barbarian
We don't have a Barbarian class, so why not make one for a Fighter? These classes are already joined at the hip as non-magical martial characters!
Intimidating: You get proficiency with Intimidation. If you are already proficient, you can pick another Fighter skill of your choice.
Berserk: You can draw upon your inner fury to enter a rage for 1 minute. You increase your Str and Con scores by 4 for the duration. Your rage can be ended early as a bonus/free action or if you don't attack or take damage between the starts of your rounds.
Warcry: While raging, you can use a bonus action to let out a Warcry. Enemies within X range must succeed a Wisdom save against a (8 + Intimidation modifier) DC or be Frightened of you for X rounds. You can use this feature an equal number of times to your proficiency bonus per long rest.
Your Worst Fear...: You gain Expertise with Intimidation.
Greater Berserk: When raging, you can use your bonus action to make a melee attack.
... Come to Life: You now add your Str modifier to your Warcry DC (8 + Intimidation modifier + Str modifier). You can now use this feature an equal number of times to your proficiency bonus times 2 per long rest.
Ranger - Skald / Bard
First off, why Ranger for a Bard? Because Rogue already have a caster archetype. It also harkens back to older Bards, who were more half-casters with martial and rogue elements, which the 5e Ranger has. I also happen to like the idea of Bards as wandering storytellers and loremasters.
Insightful Performer: You gain proficiency with Performance skill. You use your Wisdom or Charisma modifier (whichever is higher) for your Charisma based skills. If you already have proficiency with Performance, you gain proficiency with a Ranger skill of your choice.
Distracting Strikes: The first enemy you attack on each of your Rounds become Distracted until the beginning of the Ranger's next round or until the Ranger falls unconscious. Attacks against Distracted enemies get a 1d4 bonus to the attack roll. Distracted enemies can use an action to make an Insight (Wisdom) check against (8 + Peformance modifier) DC to see through your ruse.
Note: Seeing as Rangers fairly commonly get bonus damage dice at lvl 3 (Colossus Slayer, Swarmkeeper, Fey Wanderer), an alternative to this could be playing around with accuracy instead and make it partially a party support ability.
Storyteller: You can spend an action to give X allies temporary HP equal to your Performance modifier for 1 hour and advantage on saving throws against Frightened and Charm. You can use this feature an equal number of times to your proficiency bonus per long rest.
Masterful Distracter: You can now Distract 2 enemies at a time or Distract the same enemy twice. Enemies who become Distracted twice become Confounded*, getting disadvantage on their next saving throw or ability check (like contesting a shove). Confounded lasts until they make a saving throw or ability check, until the beginning of the Ranger's next round or the Ranger falls unconscious.
*The first 2 attacks on each of the Ranger's rounds apply Distracted. Applying Distracted twice to the same enemy makes them Distracted and Confounded.
Master Performer: You gain Expertise with Performance.
Master Storyteller: Your Storyteller ability now grants temporary HP equal to twice your Performance modifier and immunity to Frightened and Charm.
Gain access to the following spells for each spell lvl available to the Ranger. Spell selection is often one of the drawbacks of a Ranger compared to a Paladin, especially since Paladins get Oath spells. Which is why I think later Ranger archetypes began giving them expanded spell lists.
1st: Charm Person, Color Spray
2nd: Blur, Branding Smite
3rd: Haste, Slow
Rogue - Duelist
Everyone loves a dashing swordsman who fights with grace and wit to outdo his opponents. So let's do that.
Fencer: You have mastered combat in a way few Rogues do. You can pick between the Dueling, Two-Weapon Fighting and Defense fighting styles.
Quick Witted: As a bonus action, you can add your Intelligence modifier to your AC until the beginning of your next round. You can use this feature an equal number of times to your proficiency bonus per long rest.
Pinpoint Strike: Once per turn, you can add your Intelligence modifier to your attack roll and damage. You can use this feature an equal number of times to your proficiency bonus per long rest.
Typos happen. More so on the phone.