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Jobs are an extension of their base classes, and require a Soul Crystal to activate. Each job acquires additional role specific actions based on the job's role in group content (Tank, DPS, or Healer). With the release of Stormblood, players are no longer required to level a secondary class and can advance to their respective job at level 30.

Job chart

This list includes all jobs with their base (level 1-30) classes. Seven jobs can only be obtained by purchasing Heavensward (Dark Knight, Astrologian and Machinist), Stormblood (Samurai, Red Mage) and Shadowbringers (Gunbreaker and Dancer).

Base Class Job Role Starting Location Prerequisites Starting Level
Marauder frame icon.png Marauder Warrior frame icon.png Warrior Tank Limsa Lominsa Flag.png Limsa Lominsa None 1
Gladiator frame icon.png Gladiator Paladin frame icon.png Paladin Tank Uldah Flag.png Ul'dah None 1
Lancer frame icon.png Lancer Dragoon frame icon.png Dragoon Melee DPS Gridania Flag.png Gridania None 1
Pugilist frame icon.png Pugilist Monk frame icon.png Monk Melee DPS Uldah Flag.png Ul'dah None 1
Rogue frame icon.png Rogue Ninja frame icon.png Ninja Melee DPS Limsa Lominsa Flag.png Limsa Lominsa None(*) 1
Archer frame icon.png Archer Bard frame icon.png Bard Ranged Physical DPS Gridania Flag.png Gridania None 1
Thaumaturge frame icon.png Thaumaturge Black Mage frame icon.png Black Mage Ranged Magical DPS Uldah Flag.png Ul'dah None 1
Arcanist frame icon.png Arcanist Summoner frame icon.png Summoner Ranged Magical DPS Limsa Lominsa Flag.png Limsa Lominsa None 1
Arcanist frame icon.png Arcanist Scholar frame icon.png Scholar Healer Limsa Lominsa Flag.png Limsa Lominsa None 1
Conjurer frame icon.png Conjurer White Mage frame icon.png White Mage Healer Gridania Flag.png Gridania None 1
None Blue Mage frame icon.png Blue Mage Limited Job
Ranged Magical DPS
Limsa Lominsa Flag.png Limsa Lominsa Level 50 1
None Dark Knight frame icon.png Dark Knight Tank Ishgard Flag.png Ishgard Level 50 HW
Main story
None Astrologian frame icon.png Astrologian Healer Ishgard Flag.png Ishgard Level 50 HW
Main story
None Machinist frame icon.png Machinist Ranged Physical DPS Ishgard Flag.png Ishgard Level 50 HW
Main story
None Samurai frame icon.png Samurai Melee DPS Uldah Flag.png Ul'dah Level 50 SB 50
None Red Mage frame icon.png Red Mage Ranged Magical DPS Uldah Flag.png Ul'dah Level 50 SB 50
None Gunbreaker frame icon1.png Gunbreaker Tank Gridania Flag.png Gridania Level 60 ShB 60
None Dancer frame icon1.png Dancer Ranged Physical DPS Limsa Lominsa Flag.png Limsa Lominsa Level 60 ShB 60

HW requires Heavensward.
SB requires Stormblood.
ShB requires Shadowbringers.

(*) Although Rogue/Ninja has no specific prerequisites, it is not available as a starting class, so you must first follow the same steps as acquiring any other class: unlock class-changing (level 10) and gain access to Limsa Lominsa (level 15, unless you started there).

Note: You can level all classes and jobs on a single character.


Final Fantasy XIV: A Realm Reborn jobs.
Jobs have specialized abilities aimed to perform specific roles in a group setting. Jobs are the same level as their corresponding classes and can be thought of as specialized modes of the base classes. There are 10 jobs in A Realm Reborn (2.0): Warrior, Paladin, Monk, Ninja (2.4), Dragoon, Bard, White Mage, Black Mage, Summoner and Scholar. Heavensward (3.0) added three new jobs: Dark Knight, Astrologian and Machinist. Stormblood (4.0) further added two more jobs: Samurai and Red Mage. Shadowbringer (5.0) like Stormblood added two new jobs : Gunbreaker and Dancer. Unlocking a job awards its Soul Crystal, which is required to change from the player's current class to a more specialized job. Each job has its own crystal which can be equipped via the Armoury Chest.

Jobs have some special features:

  • Primary Class is the class that a job is tied to.
  • To switch to a job, simply equip its Soul Crystal. Returning to a base class works similarly by leaving the crystal slot empty.
  • Jobs possess all of the abilities and traits of the primary class and are able to select five additional actions shared among all jobs of that role.
  • Before attaining level 60, Jobs borrow all of their Traits from their primary class. However, any Traits acquired from levels 61 to 70 are restricted to the Job upon which they are acquired.
  • Note that while most Abilities are acquired through gaining levels, some are locked behind Class and Job Quests.
  • Level is shared between job and primary class once that job is unlocked. For example, if you level a Summoner to 40, then swap over to its base class (Arcanist), the latter will also be at level 40. This means both primary class and its respective job will always be at the same level, regardless of which you play with.
  • Jobs released in Heavensward (3.0): Dark Knight, Astrologian and Machinist, start from level 30 and do not require base classes, instead starting with a full set of abilities of their own.
  • Jobs released in Stormblood (4.0): Samurai and Red Mage, start from level 50 and do not require base classes similar to the Heavensward jobs.
  • Jobs released in Shadowbringers (5.0): Gunbreaker and Dancer, start from level 60 and do not require base classes similar to the Heavensward jobs.



Paladin icon.png Paladin

Paladins are classic tanks, sporting a veritable arsenal of defensive and supportive tools. They have access to a large number of damage mitigation tools, and are capable of taking damage intended for allies. The class also uses MP to heal their allies or to deal burst damage. The Paladin is a jack-of-all-trades and can do one particular thing well when focused on it, but have rigid playstyles.

Warrior icon.png Warrior

Warriors are strong in both offense and defense. While their damage mitigation isn't top notch, they make up for it with their tremendous HP pool and self-healing abilities, and can use their Beast Gauge and buffs to deal huge burst damage. They are good at dealing and absorbing damage on a whim, but lack utility.

Dark Knight icon.png Dark Knight

Dark Knights strive to occupy the proverbial middle ground between Warrior and Paladin, providing the player with a balanced offering of mitigation and damage-dealing tools. The job uses large amounts of MP to perform actions which enhance their damage or defense, and can find themselves running out of MP quick if not managed well. If they can gauge their resources and the situation well, however, they can perform both good damage dealing and mitigation at the same time.

Gunbreaker frame icon.png Gunbreaker

Gunbreakers are a well-rounded tank job with a straightforward playstyle resembling a DPS job. They possess solid, consistent combos that deal good damage and can generate Cartridges, which can be used to start a second combo to further increase their damage output. The job possesses high damage and good mitigation and passive sustain, but don't excel in areas outside of damage.


Astrologian icon.png Astrologian

Astrologians are a healing time-mage job. Their skills provide regeneration and barrier to allies in a large area, and can use Cards to provide damage buffs. While Astrologians pack a lot of utility, their burst healing and damage output is the lowest of the healers.

Scholar icon.png Scholar

Scholars are a mixed healing job. Mastering this job is considered difficult because of all the micromanaging involving their own healing spells, and pet healing spells. Due to their access to aetherflow scholars don't see much problems with MP management like white mages for example, and they can put up powerful barriers on their allies and also deal the highest continuous DPS from all healers with damage-over-time actions.

White Mage icon.png White Mage

White Mages are the most straightforward healing class, and bear the highest healing output in the game. Through the use of burst healing, HP regeneration, and the occasional burst damage, White Mages are prime when it comes to raw numbers, although it comes at a cost of some utility compared to other healers.


Bard icon.png Bard

Bards are a very mobile, ranged physical damage job with some abilities on the side. The Bard's kit is very proc-based, requiring quickening their attacks to maximize their damage output. They can use songs in combination with their damage over time to gain Repetoire, enhancing their offense, and can occasionally provide party-wide buffs.

Black Mage icon.png Black Mage

Black Mages resemble the classical elemental mage, trading defense and mobility for unmatched area spells. Their unique mechanics revolve around balancing Astral Fire and Umbral Ice to mitigate MP consumption, while dealing high damage with offensive fire, ice and lightning spells.

Blue Mage icon.png Blue Mage

Blue Mages learn skills by copying the abilities of their defeated enemies. They have access to a wide variety of spells, which make them more and more versatile and powerful as they learn. However, their status as a Limited Job restricts their access to content.

Dancer frame icon.png Dancer

The Dancer is a varied job with both damage and support capabilities, with combos that require watching your skills and distance. Their combos are chance-procced, so their rotation can change on a whim. They can also use dances or steps to heal or buff their allies. Dancer can choose a party member as their Dance Partner, causing some of their skill's effects to activate on their partner.

Dragoon icon.png Dragoon

Dragoons have very active melee gameplay. Their playstyle revolves around jumping around the battlefield and dealing damage with long combos with some positional requirements, and can output both good single-target and area damage.

Machinist icon.png Machinist

The Machinist is a ranged job that capitalizes on squeezing in as much damage as possible in a short period of time. Their attacks build up the Heat gauge, which is used to activate Overheat, increasing their damage and arsenal for a brief moment. They can also deploy an automaton to temporarily assist the player in combat.

Monk icon.png Monk

Monks are a very agile melee job. The monk aims at keeping up Greased Lightning buff, dealing impressive sustained single-target damage, as well as having access to great area damage on higher levels. One key point for monks is position: many of their attacks deal more damage at certain positions, and some actions can trigger certain effects depending on position.

Ninja icon.png Ninja

The Ninja is a quick and elusive melee job. They can use ninjutsu by using the right combination of mudras for a variety of elemental attacks. Their ace-in-the-hole, Trick Attack, increases the damage a target takes, making them valuable against bosses.

Red Mage icon.jpg Red Mage

The Red Mage is a versatile class capable of using both magic and weaponskills effectively. The class focuses on building and balancing white and black mana by casting magic, then expend them on their melee rapier skills to deal a finishing blow. In addition to dealing damage, Red Mages can learn healing magic and can raise fallen party members.

Samurai icon.jpg Samurai

The Samurai uses a two-handed katana to deal melee damage. Samurai uses two gauges, Sen and Kenki to accumulate power based on using specific sword skills to perform more powerful sword skills. Their attacks are slow to build up and have low utility, but are extremely potent.

Summoner icon.png Summoner

Summoners are a pet-summoning, area damage job. They can summon up to three pets – one of them being a tank, resulting in an excellent solo class. Summoners deal most of its damage through damage-over-time actions, and special abilities available with aetherflow. Summoner and Red Mage are the only DPS jobs that can resurrect dead allies.