
Pick a vessel for your story.
Twenty-one classic FFXIV jobs, reframed for narrative play. No numbers crunch — pick the one whose vibe fits your character. You can always pivot later.
Tanks
The shield that bears the blow. Tanks hold formation, take the spotlight, and shape encounters around them.
Paladin
Sworn defenders of crown and faith. Holy oaths, stoic vigil, and a wall of steel between harm and innocent.
- Holy Knight
- ·Royal Guard
- ·Sworn Protector
Warrior
Berserkers and mercenaries of the cold north. Pair brutality on the field with surprising tenderness at the hearth.
- Berserker
- ·Mercenary
- ·Exile
Dark Knight
The brooding outcast. A vessel for trauma, vengeance, and the weight of impossible promises.
- Brooding Outcast
- ·Revenant
- ·Fallen Hero
Gunbreaker
Elegant duelist-protectors. Royal guards, court spies, duty-bound exiles of distant kingdoms.
- Court Duelist
- ·Royal Spy
- ·Foreign Exile
Healers
Mercy and resurrection. Healers are the quiet hinge every story turns on — clerics, conjurers, scholars, mystics.
White Mage
Channelers of elemental life. Village healers, temple acolytes, or wandering hedge witches with hard rules.
- Temple Cleric
- ·Village Healer
- ·Hedge Witch
Scholar
Tactical battlefield medics with a faerie at their side. Cool-headed, precise, deeply read.
- War Surgeon
- ·Quiet Researcher
- ·Faerie Bound
Astrologian
Star-chart fortune tellers. Court advisors, traveling readers, secret society initiates.
- Court Advisor
- ·Fortune Teller
- ·Star Pilgrim
Sage
Floating blade-physicians. Serene ancient orders. Or recently lapsed renegades carrying old secrets.
- Cloister Healer
- ·Ancient Order
- ·Renegade Sage
Melee DPS
Up close, fast, and personal. Duelists who write their lines with steel.
Monk
Wandering ascetics. Discipline as a way of being — and a knock-out punch when negotiations fail.
- Pilgrim
- ·Temple Ascetic
- ·Fugitive
Dragoon
Sky-lancers of Ishgard. Carry generational grudges and improbable jumps in equal measure.
- Sky Knight
- ·Wyrm Hunter
- ·Ishgardian Heir
Ninja
Shinobi from the Far East. Spies, assassins, or honor-bound errand-runners in the shadows.
- Spy
- ·Honor-bound Shinobi
- ·Court Assassin
Samurai
Ronin and house-swordsmen. One cut, one breath — duels happen quietly in alleyways at dawn.
- Ronin
- ·Sworn Retainer
- ·Wandering Duelist
Reaper
Bound to a voidsent companion. The closest you get to wearing your demon on your sleeve.
- Pact-bound
- ·Cursed Reaver
- ·Voidsworn
Viper
Twin-blade hunters of the wilds. Quick-witted, dual-natured, hard to pin down.
- Beast Hunter
- ·Wild Tracker
- ·Twin-souled
Physical Ranged
Bow, gun, song. The voice of the field — supporting, sniping, performing.
Bard
Wandering minstrels who happen to be deadly archers. Story-tellers, witnesses, charmers.
- Minstrel
- ·Court Poet
- ·Wandering Witness
Machinist
Ishgardian inventors and Garlean defectors. Modern minds in a fantasy world.
- Inventor
- ·Defector
- ·Tinkerer
Dancer
Performers of the Far East. Court entertainers with steel in their hems.
- Court Performer
- ·Festival Dancer
- ·Quiet Blade
Magical Ranged
The realm's casters — black magic, summons, soft magic, paint made real.
Black Mage
Tower scholars who turn aether into fire, ice, and thunder. Often outcast, always feared.
- Tower Scholar
- ·Reclusive Wizard
- ·Pyromancer
Summoner
Channel the spirits of fallen primals. A long, lonely study — usually with consequences.
- Primal-bound
- ·Lonely Scholar
- ·Old Order
Red Mage
Battle-mages of Ishgard's old courts. Dashing, theatrical, dangerously polite.
- Duelist Mage
- ·Court Theatrical
- ·Lapsed Noble
Pictomancer
Paint that becomes real. Eccentric artists, court portraitists, mad geniuses.
- Eccentric Artist
- ·Court Portraitist
- ·Mad Genius
Most of our players have three or four characters at a time.
The class system is forgiving. Try one for a season. Retire, multiclass, reinvent. The realm rewards experimentation.
