Feel free to PM me about anything here. I always welcome critiques or praise (yes my ego knows no bounds). If the thread has died, PM me and I'll try and get it where it won't be necromancy.
True Dragons: Over 100 and counting; 3, and 1 unfinished last I knew by other contributors. Includes a few non-true dragon creatures.
Expanded Dragonblood: Lots of dragonblooded races, new breeds of half-dragons, new draconic feats, and new aspects for dragonborn.
Mundus Primordialis: Expanding the fluff of the Inner Planes; all mechanics listed are 3.5 but hopefully could be used with 2e easily enough (as most of the mechanics are just attempts to update 2e ones). Some stuff by LOTRfan as well.
The Three Worlds: My brain child setting; always a work in progress (once I'm off my current homebrew kick I might finish writing up halfling fluff).
Races of the Three Worlds: A collection of races, and subraces from a two year campaign.
The Beshadowed: Pseudo-undead elves.
Fjolkir: Spell immune earth fey.
Heroic Warrior A fighter fix I haven't disowned.
Mage an attempt at a nerfed wizard.
Water Druid: Alternate druid spell list for those limited to Core/SRD.
Musketeer: Light armored Knight variant.
The Sacred Healer+: Channeling life energy.
Daggerstrike Adept: the master of using daggers in combat.
Wildwood Knight (Original): Fey themed ToB.
Beast Tamer: A master of pets.
Awakened Champion+: The hero eternal awakened to his role; a versatile class with a bit of everything, though a martial leaning.
Form Shifter+: Shapeshifting base class (aimed at high tier, think it failed somewhat and needs an overhaul).
Protean Adept: The Adept to the Form Shifter's Cleric... or Warrior to Form Shifter's Fighter.
Countermage: Specialist in abjuration and divination magic.
Argent Blade: A warrior who mixes sublime techniques and spells.
Morphic Claw: A martial artist who shapes his very body into an entire arsenal.
Runebound Knight*: A warrior who bound his soul to the service of the archons and the forces of Law and Good in exchange for power.
Luck Blessed: A guile hero blessed by luck beyond their skill.
Dragon Knight: A dragon themed spellsword.
Dragon Chorister*: Singer of the draconic songs of creation.
Kyodai*: Aka Giant Hero, a class which becomes kaiju sized to fight evil and defend the weak (or to crush cities and conquer kingdoms, I didn't give an alignment restriction).
Courtier*: A noble/ruler/dilettante class hopefully actually worth using in a game.
Incarnation*: A god made flesh, the avatar of an established god, the nascent mortal god-body of a god to be, a dead god given one chance at resurrection. A demigod hero in the classical sense, a replacement for Favored Soul, a mortal whose perfection pushes them into godhood. All these are possible.
Werewolf*: Because sometimes you just want to play a werewolf.
Dream Crafter*: Turning the stuff of dreams into sword, shield, and magic trinkets.
Jinnblood: Elemental invocation users; Base Class Contest winner.
Tall Tale*: Uses skills in larger than life ways to hide from death, swim through the air, and dance through combat.
Vestige Priest*: Binds vestiges to gain spellcasting.
Jedi: Because I don't know why just because.
Intoxicanter*: Channels the power of booze into debilitating touches and an aura of drunkenness; Winner of the Booze themed Base Class Challenge, will be given Alchemical/Plague related adaptations for more serious games.
Animator*: Uses the power of creativity to paint creatures into existence and the world to match their whims.
Doomsayer*: Gifted, or cursed, with whispers of the end of times, they speak the words of the final hours of reality to bring about the end of days or to prevent it, channeling a specific path of apocalypse, a means by which the world will end.
Ruin Delver: Skill monkey which can augment allies' skills and do a little of everything.
Dragonsoul Acolyte: Tapping into the power of dragons long dead and yet unborn, a champion which takes on the aspects of dragons and gains a hint of their versatile magical power. A class I fail horribly at summing up (feel free to suggest better ways).
Wonder: A conduit of pure magic, able to shape it into almost any spell as they so desire. Fewer spells than a wizard, but more spells known than you can shake a wand at.
Theurge: An arcane-divine base class, intended to play with the big boys.
Simic Biomancer: In case the name doesn't say it, a Magic the Gathering based spellcasting class which uses a combination of spells, summons, grafts, and evolutions.
Simic Initiate: A graft using martial combatant; with a sublime variant.
*: I'd love to see this tested.
+: Might need some tweaks/reposting, if you're interested in the class let me know as it gives a reason to actually try and fix it.
Werewolf Paragon: A paragon class for werewolves.
Aura Guardian: So you can play Lucario in D&D.
Storm Swordsman: A storm themed warrior.
Defiler of Athas: Some love for Dark Sun.
Seal Knight: An elemental themed knight, defending the world from plane hopping illithids.
Unseelie Chancellor: A druid-warlock theurge class.
Divine Savant: A divine version of the Ultimate Magus.
Dragonfire Mage: Sorcerer/Dragonfire Adept Theurge.
Hundserkr: Blink dog warriors.
Argent Mind: Psions who are spiritually bound with wolves.
Fang of Split Souls: Spellswords who fight as one with their familiars. For if you ever wanted a familiar that could use Mountain Hammer.
Thorkir: A not serious dwarf PrC whose beard defends them.
Bolverk Runecraft: A campaign specific dwarf enchanter PrC.
Thief of Tales: A master thief with the skills that legends are born from; stealer of voices, souls, buffs, and knights' worn full-plate.
Transcendent Shifter: Mastering Wild Shape and building off of Master of Many Forms.
Fist of Fury: Unarmed barbarian PrC whose rage lets them grapple ghosts.
Pan-Disciplinary Adept: A psionicist who studies each of the 6 disciplines in depth learning their powers and mastering their interplay.
Oracle of the Bottle: A magical drunken master.
Greensteel Infiltrator: A diabolic corrupter and infiltration.
Spireknight: A warrior who uses knowledge of the Spire to combat magic and outsiders.
Hellpact Initiate: Warlock-Binder theurge with a diabolic bend.
Aberrant Shepherd: Aberrant druids with aberration companions.
Snow Shepherd: Rangers (or others) who venture forth into the Frostburn to save those lost in the icy night.
Soulcrafter: Dwarves who emulate their god in his ultimate creation... of souls.
Blooded Hunter: Aberration blooded warriors who hunt their own inhuman ancestors.
Secrets Thief: A spy and assassin which can steal the deepest held secrets and even the memories of their targets.
Everspell Mage: A mage who learns to preserve their magic for eternity.
Mage of Pearl and Horn: Sleep/dreams based caster.
Kensai of Three Storms: A master of elemental maneuvers, balancing fire, ice, and lightning.
Jack of Blades: A sublime Prestige Class for Tall Tales, exaggerating the Sublime Way.
Spells from the Wyvern's Roost: Spells I made during a 2 year long campaign. About 19 new spells I think.
Fey themed domains and spells
Laughing Tentacles: A spell every mad conjurer ought to have.
Random Spells from a game I am in
Lords of the Nine
Pacts of Possession: Fiends (non-arch) as vestiges.
2 new Planar Dragons
Hierarch Modrons: Cause I didn't like the ones I could find free on the net.
Badlands Dwarves: Savage, evil dwarves.
90 New True Dragons and other draconic creatures
Beasts from a Mad Mage's Lab
Made by Mad Mages: Because I have a thing for mad mages.
Bestiary of the Three Worlds
Made by a Mad Alhoon: Illithid based monsters.
New Devotion Feats
Battle Healer: Cast Cure spells as swift actions.
Feats from the College of War Magic Feats for large scale conflicts, and small scale ones too.
Vestige's Maneuver: Gain a maneuver as a granted ability when binding a favored vestige.
Master of his Weapon: Weapon Focus/Weapon Specialization fix which ballooned out and now has at least 10 new feats.
Fey themed domains and spells
Star Dream (Original): Fey-themed martial combat.
Lunar Spirit: Abjuration based discipline.
Protean Hunter: Shapeshifting discipline.
Feral Hunger: Natural weapons discipline.
The Edge of Apocalypse: Wield the powers of final annihilation and the black winds of the end of days.
Arcane Techniques: An attempt at making an arcane discipline. Check it out, and tell me if it should be continued.
Crushing Avalanche: A discipline of ice, cold, and the weight of glaciers.
Flashing Lightning: A discipline of thunder, lightning, and the speed to rule the battlefield.
Jeering Monkey: A discipline of mobility and theft.
Darting Viper: Emulating the venomous viper you deliver debilitating strikes at the least opportunity.
Crone's Hex: Drawing upon the magical nature of hags, and your own dark emotions, you perform a variety of sublime hex and cursing strikes.
Dual Discipline Maneuvers: Not actually a new discipline but maneuvers combining the various paths of the Nine Swords (official disciplines).
Nycthog: Dragon god of shadow.
Jormund: God of all Meta-Dragons.
Thilgrim: Dragon god of winter.
Initiate of the Golden Wyrm (PP)
Not Mine but About Me
Zaydos' Staff of Creation by IZ42