The Classes

The 22 Jobs & Ability Engine

FF V's job system is the whole game. You earn jobs from the Crystals, learn their abilities permanently, then bolt one ability from any class onto another. Master the right jobs and the back half folds.

02 · The Classes

The 22 Jobs

Grouped by the Crystal that grants them. The "payoff" column is the ability worth mastering the Job for.

JobCommand / roleMastery payoff
KnightHeavy armor, Cover, Two-HandedEquip swords/shields + Two-Handed (2× one weapon)
MonkBarehanded brawler, huge HPBarehanded + Counter + the best early HP/Attack
ThiefSteal, Dash, find passages, +SpeedArtful Dodger (evasion) + reliable Steal/Mug
White MageWhite magic (heal/status)Full White magic on any build
Black MageBlack magic (nukes)Full Black magic + Magic stat
Blue MageBlue magic + LearningEnemy skills: Mighty Guard, White Wind, Lvl 5 Death
BerserkerUncontrollable, max attackRaw physical power (auto-attack only)
Mystic KnightSpellblade (enchant weapon)!Spellblade — element/Death/Drain on every hit
Time MageTime magicHaste, Quick, Slow, Stop, Comet, Meteor, Return
SummonerSummon magic!Summon (Bahamut, Leviathan, etc.) at full Magic
Red MageLow-level Black + White!Dualcast — two spells per turn (the magic win button)
BeastmasterControl / Catch monsters!Control (force enemy skills — pairs with Learning)
GeomancerGaia (terrain attacks), avoid trapsFree, safe AoE damage + dungeon utility
NinjaThrow, Image (blink), Dual-WieldDual-Wield — equip two weapons (the physical win button)
RangerRapid Fire, Aim, bows!Rapid Fire — 4 hits ignoring defense/evade
BardSing (songs / stat buffs)Romeo's Ballad (party-stop), Apollo's Harp vs Exdeath
DragoonJump (invulnerable airtime), spears!Jump + Lance drain; strong, simple damage
DancerDance (random; Sword Dance = 4×)High-roll burst with Ribbon/dance gear
SamuraiZeninage (GilToss), Mineuchi!Zeninage (gil = nonelemental AoE) + Shirahadori (auto-block)
ChemistMix, Drink, Recover!Mix — Goliath Tonic (2× HP), Dragon Power, nukes
FreelancerInherits all mastered innatesBest stats + 2 ability slots — the endgame carrier
MimeMimic; 3 ability slots, no innateStack three command abilities (e.g. Dualcast + Summon + X)
03 · The Engine

The secondary-ability engine

  • Learn it once, keep it forever. ABP unlocks a Job's abilities permanently; switch Jobs freely and slot a learned ability as your secondary.
  • Passives stack onto Freelancer/Mime. Master Ninja and Freelancer keeps Dual-Wield innately; master Monk and it keeps Barehanded/Counter; etc. This is how you assemble a god character.
  • Mime is the combo chassis — three ability slots let you run, say, !Dualcast + !Summon + !Time on one character, all inheriting mastered passives.
  • Don't sleep on cheap masteries: Monk early (HP), Black/White/Time for your casters, then the four pillars on the Combos page.