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About this mod

Custom Class modeled around the Final Fantasy Tactics Job System. Includes 27 jobs and skill sets inspired by the PS1 classic RPG.

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Final Fantasy Tactics Job System
Return to Ivalice as a Gariland Cadet!


Bring the strategic depth and class progression of Final Fantasy Tactics into Baldur’s Gate 3 with this comprehensive class mod! Introducing the Job System—a dynamic class progression feature that allows your character to evolve from a humble Cadet into a master of iconic roles such as Knight, Black Mage, Archer, and White Mage.

As you progress through the game, you'll unlock new Jobs, each with its own unique set of abilities, spells, and support skills that enhance your combat tactics and provide a wide variety of strategic options. Whether you’re cutting down enemies with a sword, casting powerful elemental magic, providing vital buffs to your allies, or dealing deadly precision with your bow, each Job brings new opportunities for customization and playstyle.

Key Features:

Start as a Cadet: Every journey begins with a basic class, allowing you to experiment with different roles before settling into one of the iconic Final Fantasy Tactics jobs.
Job Progression: Unlock new Jobs as you level up, including powerful roles like Knight, Mage, Archer, Samurai, and more!
Customizable Ability Slots: Assign a Primary Skill for your main form of attack and equipment proficiencies, a Secondary Skill for added versatility, a Reaction Ability to counter enemy actions, and a Support Ability to bolster your battle prowess.
Strategic Depth: Mastering each Job brings new spells, attacks, and support abilities, giving you the tools to adapt to any battle situation.
Rich Customization: Choose how you evolve your character's skill set, tailoring their abilities to suit your preferred playstyle.

The Final Fantasy Tactics Job System mod is designed for those who love the original gameplay, offering an in-depth system of growth and decision-making that will challenge you to think strategically as you build your character.

Transform your adventures in Baldur’s Gate 3 with a rich, familiar job system that will bring a new layer of depth and excitement to every encounter. Whether you’re a veteran of Final Fantasy Tactics or a newcomer to the series, this mod offers a unique way to explore new strategies and character builds in the world of Faerûn.

Start your journey toward mastering the art of war!



Firearm proficiencies are included in this class using the Firearms Mod by AnxietyOrk!
To make use of the class abilities to use them, please make sure to download Firearms or your preferred Gun-inclusive mods based on Firearms! 

Mana is compatible with Mithras's Regeneration Mod and will replenish according to the short rest timers. (No Longer Overrides REGENSHORT)



Author's Notes:
I have attempted to bring the core experience of the job system in Final Fantasy Tactics and marry it to the functions available in Baldur's Gate 3.  Of note, it is incredibly difficult (if not impossible with my capabilities) to fully recreate the JP system and Job Levels.  Each subclass has a progression list and restrictions of available jobs (level-gated) to help keep some of the original feel of unlocking and progressing jobs.  With that in mind, if you progress far enough into levels, you may be able to become a thief without yet being an archer.  This is the best method I could find the keep the toolkit happy and still keep the spirit of FFT's job unlocks.

I also have avoided including the majority of "movement" abilities from FFT as I feel they are not necessary.  Introducing "teleport/ignore height/move3/etc" seemed a bit overkill for the movement already available in BG3. Also, there are a few support abilities that I may look at including in the future, but I have left some of them out intentionally as they are feats available through standard BG3 (looking at you, heavy armor proficiency).

*Calculator class is not in my plans and I've replaced it with a unique class called Sorcerer that is used by a notable enemy in the game. Calculator (and mime) were game-breaking in the original series and I did not want to bring that fully into BG3 from a balancing stand point.



Stats and Class Breakdown Below!

Cadet
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Proficiency: Light Armor, Simple Weapons
Base Health (HP): 10
Base Mana (MP): 8
Growth: 6 HP/8 MP per level
*One mastery is chosen per level and unselected non-unique masteries will be remain an option for future level ups.
*Only one "Unique" mastery may be chosen as a capstone.


Subclasses [Chosen at Level 3]

Knight
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Strength-based attacks. Intelligence-based spellcasting.
Growth:7 HP/8 MP per level

Mastery Progression:
Level 4: Monk, Geomancer, Archer
Level 5: Thief, Dragoon
Level 6: White Mage, Black Mage
Level 7: [Knight-Only] Samurai
Level 8: Mystic, Orator, Time Mage, Summoner
Level 9: [Unique] Holy Knight, Dark Knight, Soldier


Archer
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Dexterity-based attacks. Intelligence-based spellcasting.
Growth: 6 HP/8 MP per level

Mastery Progression:
Level 4: Thief, Dragoon, Knight
Level 5: Monk, Geomancer
Level 6: White Mage, Black Mage
Level 7: [Archer-Only] Ninja
Level 8: Mystic, Orator, Time Mage, Summoner
Level 9: [Unique] Sky Pirate, Dragoner, Soldier


White Mage
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Strength-based attacks. Wisdom-based spellcasting.
Growth: 5 HP/12 MP per level.

Mastery Progression:
Level 4: Mystic, Orator, Black Mage
Level 5: Time Mage, Summoner
Level 6: Knight, Archer
Level 7: [WM-Only] Bard
Level 8: Monk, Geomancer, Thief, Dragoon
Level 9: [Unique] Skyseer, Templar


Black Mage
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Strength-based attacks. Intelligence-based spellcasting.
Growth: 5 HP/12 MP per level.

Mastery Progression:
Level 4: Time Mage, Summoner, White Mage
Level 5: Mystic, Orator
Level 6: Knight, Archer
Level 7: [BM-Only] Dancer
Level 8: Monk, Geomancer, Thief, Dragoon
Level 9: [Unique] Netherseer, Sorcerer



Core Skills:

Cadet - Basic Skill
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Proficiencies when used as primary:
Medium Armor
Flails
Morningstars
Shortswords
Longswords
Battleaxes
Greataxes

Level 1:
Throw Stone
Action: Throw a sharp stone at a foe dealing 1d4 + Strength modifier bludgeoning damage.  Gains 1d4 at level 5 and level 9.

Rush
Bonus Action: Shoves a target, dealing bludgeoning damage equal to 1d4 + Strength modifier and knocking the target back.  Gains 1d4 at level 5 and level 9.

Salve
Action: Remove Poison, Disease, Paralyze, and Blind from your target.

Reaction: Counter Rush
Reaction: Use Rush as a reaction to an melee attack.

Support: Equip Axes
Passive: Provides proficiency in axes regardless of primary job.

Level 2:
Tailwind
Action: Grants longstrider to an ally.

Chant
Action: Heals target for 1d8 + Spell casting ability modifier and damages user for 1d8/2.  Gains an additional 1d8 at levels 3, 5, 7, 9, and 11.

Support: Defend
Bonus Action: Defends until the next turn.  Grants user 2 AC until their next turn.

Level 5:
Steel
Action: Inspire an ally to add a 1d8 to weapon damage for 3 turns.

Level 7:
Scream
Action: Increases caster's damage done by 2 and applies haste for 3 turns.

Level 9:
Ultima [60 Mana]
Action: AOE that ignites the ground and deals radiant damage equal to 5d12 + Strength and Wisdom modifiers. Deals half damage on a dexterity save.  Gains an additional 1d12 at level 11.


Cadet - Item
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Proficiencies when used as primary:
Firearms
Slings
*Cannot brew potions during combat

Level 1:
Throw Item [Bonus Action]
Throw potions or greandes as a bonus action.

Brew Potion of Healing [6 Mana]
Brew Basilisk Oil [6 Mana]
Brew Potion of Vitality [6 Mana]
Brew Alchemist's Fire [6 Mana]
Brew Hearthlight Bomb [6 Mana]  
Brew Potion of Feather Fall  [10 Mana]

Level 2:
Brew Potion of Glorious Vaulting [10 Mana]

Level 3:
Brew Potion of Speed [20 Mana]
Brew Web Grenade [12 Mana]

Support: Throw Item
Passive: Gain the ability to throw potions and grenades with a bonus action.

Level 4:
Brew Potion of Sleep [25 Mana]
Brew Remedial Potion [25 Mana]
Brew Noxious Spore Grenade [24 Mana]

Level 5:
Brew Potion of Flying [30 Mana]
Brew Fungal Bamboozler [24 Mana]

Level 6:
Brew Potion of Invisibility [65 Mana]
Brew Haste Spore Grenade [48 Mana]

Level 7:
Brew Potion of Angelic Reprieve [75 Mana]

Level 8:
Brew Flashbinder [60 Mana]

Level 9: 
Brew Potion of Angelic Slumber [90 Mana]


Job Masteries:

Knight - Art of War
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Proficiencies when used as primary:
Medium Armor
Heavy Armor
Shields
Flails
Morningstars
Rapiers
Scimitars
Shortswords
Warpicks
BattleaxesLongswords
Tridents
Warhammers

Rend Helm [6 Mana]
Action: Weapon attack that may also daze the target. Adds Strength modifier to damage.

Rend Armor [6 Mana]
Action: Weapon attack that may cause chest trauma. Adds Strength modifier to damage.

Rend Shield [6 Mana]
Action: Weapon attack that may imperil the target causing reduced AC and saving throws. Adds Strength modifier to damage.

Rend Weapon [6 Mana]
Action: Weapon attack that may disarm the opponent. Adds Strength modifier to damage.

Rend Mind [6 Mana] 
Action: Weapon attack coated with poison that may cause the target to have disadvantage on attack and ability rolls. Adds Strength modifier to damage.

Rend Speed [6 Mana]
Action: Weapon attack that may hamstring the target. Adds Strength modifier to damage.

Rend Power [6 Mana]
Action: Weapon attack that may cause the target's strength to wither. Adds Strength modifier to damage.

Rend Magic [6 Mana]
Action: Weapon attack that may cause silence. Adds Strength modifier to damage.


Monk - Punchart
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Proficiencies when used as primary: N/A
Passive: Brawler

Spin Fist [6 Mana]
Action: Melee attack that deals unarmed damage + Strength modifier to the area around you.

Repeating Fist [6 Mana]
Action: Melee attack that hits twice in quick succession dealing unarmed damage twice.

Aurablast [8 Mana]
Action: Ranged unarmed attack that deals 2 + unarmed damage + Strength modifier. 

Shockwave [18 Mana]
Action: Melee attack that deals unarmed damage + Strength modifier in a line.

Doom Fist [12 Mana]
Action: Attempts to doom the target on a failed wisdom saving throw.  If successful, opponent will die in 3 rounds.

Purification [6 Mana]
Action: Remove poison, disease, paralyze, blind, charm, petrification, cursed, and stunned status from allies around you.

Chakra [6 Mana]
Action: Heal those around you for 1d4 + 3x Strength modifer in both health and mana. Gains an additional 1d4 at level 5 and level 9.

Revive [18 Mana]
Action: Attempt to resurrect a target with 20% life at 50% success rate.

Support: Brawler
Passive: Add damage equal to your strength modifier to unarmed, improvised weapon, and throw damage even when not a Monk.

Reaction: Hamedo
Reaction: Use reaction to make an unarmed strike against any melee attacker prior to taking damage.


Geomancer - Geomancy
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Proficiencies when used as primary:
Shortswords
Longswords
Greatswords
Battleaxes
Greataxes

*All Geomancy skills cost [6 Mana] and deal 1d6 + (Strength + Intelligence modifiers)/2 for AOE damage. Gains an additional 1d6 at Levels 4, 7, and 10.

Sink Hole
(Bludgeoning) A geomancy skill that inflicts damage by opening rifts in space-time. May inflict ensnare.

Torrent
(Bludgeoning) A geomancy skill that inflicts damage and leaves water in an area. May inflict toad.

Tanglevine
(Piercing) A geomancy skill that inflicts damage and leaves vines in the area. May inflict stop.

Contortion
(Acid) A geomancy skill that inflicts acid damage. May inflict petrification.

Tremor
(Force) A geomancy skill that inflicts force damage with the power of the earth. May inflict confuse.

Wind Slash
(Thunder) A geomancy skill that inflicts thunder damage with the roaring power of the wind.  May inflict incapacitated.

Will-o'-the-Wisp
(Fire) A geomancy skill that inflicts fire damage leaving scorching earth behind.  May inflict sleep.

Quicksand
(Bludgeoning) A geomancy skill that inflicts damage by creating a muddy quicksand pit. May inflict doom.

Sandstorm
(Poison) A geomancy skill that inflicts damage by creating a poisonous sandstorm. May inflict blind.

Snowstorm
(Cold) A geomancy skill that inflicts damage with the power of snow leaving an icy path behind. May inflict silence.

Lightning Blast
(Lightning) A geomancy skill that inflicts damage with lightning. May inflict slow.

Magma Surge
(Fire) A geomancy skill the inflicts fire damage and erupts magma from the ground leaving the area ablaze. May inflict KO.

Support: Attack Boost
Passive: Increases physical attack power to deal an additional 25% damage.


Archer - Aim
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Proficiencies when used as primary:
Medium Armor
Shields
Hand Crossbows
Heavy Crossbows
Longbows

Charge
Action: Begin charging your next weapon attack.  A Charging stack will be applied each turn for 10 turns or until the user's next weapon attack.  Charging increases weapon damage by 1 per stack.

Fast Charge [12 Mana]
Bonus Action: Immediately apply 5 stacks of Charging. This can temporarily exceed the limit of 10 stacks of Charging.

Reaction: Deflect Missiles
Reaction: You can intercept missiles from ranged weapon attacks, reducing damage taken.


Thief - Steal
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Proficiencies when used as primary:
Medium Armor
Rapiers
Shortswords
Warpicks

Sneak Attack [6 Mana]
Action: Base sneak attack, but not restricted to once per turn.

Feint [6 Mana]
Action: Deal weapon damage to a foe and on a successful hit, increase armor by 5 for 1 turn.

Charm [6 Mana]
Action: Attempts to charm a humanoid for 5 turns.

Steal Weapon [12 Mana]
Action: Attempt to steal the opponent's weapon.

Mug [18 Mana]
Action: Deal weapon damage to a foe and steal 10 gold on a successful hit.


Dragoon - Jump
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Proficiencies when used as primary:
Medium Armor
Heavy Armor
Shields
Tridents
Glaives
Halberds
Pikes

Jump [12 Mana]
Action: Jump into the air and crash down on your target.  Dealing weapon damage in the area.  Deals double damage with a polearm equipped.

Launch [12 Mana]
Bonus Action: Melee attack that deals weapon damage + Dexterity modifier and knocks back the target 8m.

Crescent Moon [12 Mana]
Action: AOE melee attack that deals weapon damage. Deals double damage if a polearm is equipped.

Lancet [2 Mana]
Action: Melee attack that deals weapon damage + Dexterity modifier. Restores half of the damage dealt in health and mana.

Reaction: Dragonheart
Reaction: Applies death ward as a reaction to taking damage.


Samurai - Iaido
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Proficiencies when used as primary:
Medium Armor
Heavy Armor
Scimitars
Shortswords
Longswords
Greatswords

*On skill use, may cause Iaido: Drained status that will prevent Iaido use until the end of your next turn. Iaido is considered magic and not physical.

Ashura [12 Mana]
Action: Deals 1d6 slashing damage to enemies in an AOE around the caster.  Gains an additional 1d6 at Levels 4, 7 and 10.

Kotetsu [12 Mana]
Action: Deals 1d6 necrotic damage to enemies in an AOE around the caster.  Gains an additional 1d6 at Levels 4, 7 and 10.

Osafune [12 Mana]
Action: Drains enemies' 1st, 2nd, 3rd, 4th spell slots in an AOE around the caster.

Murasame [12 Mana]
Action: Heals 1d4 to allies in an AOE around the caster.  Gains an additional 1d4 at Levels 4, 7 and 10.

Amen Murakumo [12 Mana]
Action: Deals 1d6 cold damage to enemies in an AOE around the caster.  Gains an additional 1d6 at Levels 4, 7 and 10.

Kiyomori [12 Mana]
Action: Applies wall to allies in an AOE around the caster. Lasts 3 turns.

Kikuichimonji [12 Mana]
Action: Deals 1d6 radiant damage to enemies in an AOE around the caster.  Gains an additional 1d6 at Levels 4, 7 and 10.

Masamune [18 Mana]
Action: Applies haste and regen to allies in an AOE around the caster. Haste lasts 3 turns. Regen lasts for 10 turns.

Chirijiraden [18 Mana]
Action: Deals 1d8 fire damage to enemies in an AOE around the caster.  Gains an additional 1d8 at Levels 4, 7 and 10.

Support: Doublehand
Passive: Wield a one handed melee weapon with both hands, dealing an additional 50% weapon damage. Does not apply while using versatile weapons or a shield.

Reaction: Shirahidori
Reaction: Use a reaction to evade a melee attack.


Ninja - Throw
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Proficiencies when used as primary:
Flails
Morningstars
Rapiers
Scimitars
Shortswords
Warpicks
Passive: Dual Wield

Throw Weapon
Bonus Action: Throw a character or item from the world or your inventory using a bonus action.

Shuriken [6 Mana]
Bonus Action: Throw a sharp shuriken at a foe dealing 1d4 + Dexterity modifier piercing damage.  Gains an additional 1d4 at Levels 3, 5, 7, 9, 11.

Flameburst Bomb [12 Mana]
Bonus Action: An explosive sphere that deals 1d4 + Dexterity modifier fire damage.  Gains an additional 1d4 at Levels 3, 5, 7, 9, 11. 

Snowmelt Bomb [12 Mana]
Bonus Action: An explosive sphere that deals 1d4 + Dexterity modifier cold damage.  Gains an additional 1d4 at Levels 3, 5, 7, 9, 11. 

Spark Bomb [12 Mana]
Bonus Action: An explosive sphere that deals 1d4 + Dexterity modifier lightning damage.  Gains an additional 1d4 at Levels 3, 5, 7, 9, 11. 

Support: Dual Wield
Passive: Provides Dual Wielder and Two Weapon Fighting feats.

Reaction: Vanish
Reaction: The user can use their reaction to become invisible.


Black Mage - Black Magic
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Proficiencies when used as primary: N/A

Fire/Thunder/Blizzard [6 Mana]
Action: Deals 1d4 + Intelligence Modifier + Spellcasting Ability Modifier to a single target.  Gains an additional 1d4 at Levels 3, 5, 7, 9, 11. 

Fira/Thundara/Blizzara [12 Mana]
Action: Deals 1d4 + Intelligence Modifier + Spellcasting Ability Modifier in a 2m radius.  Gains an additional 1d4 at Levels 3, 5, 7, 9, 11. 

Firaga/Thundaga/Blizzaga [24 Mana]
Action: Deals 1d8 + Intelligence Modifier + Spellcasting Ability Modifier in a 3m radius.  Gains an additional 1d8 at Levels 3, 5, 7, 9, 11. 

Firaja/Thundaja/Blizzaja [48 Mana]
Action: Deals 1d4 + Intelligence Modifier + Spellcasting Ability Modifier in a 4m radius.  Gains an additional 1d4 at Levels 3, 5, 7, 9, 11. 

Poison [6 Mana]
Action: Applies poison to the target for 5 rounds.

Toad [12 Mana]
Action: Applies toad to the target for 5 rounds.

Death [24 Mana]
Action: Attempts to instantly kill anything at 50 HP or below.

Flare [60 Mana]
Action: Deals 1d8 + Intelligence + Spellcasting Ability Modifier fire damage to a single target.  Gains an additional 1d8 per character level.

Support: Arcane Strength
Passive: Increases magical damage dealt by an additional 33% damage.

Reaction: Magic Counter [6 Mana]
Reaction: Counterattack using Fire, Blizzard, or Thunder when attacked with a spell.


White Mage - White Magic
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Proficiencies when used as primary: N/A

Cure [6 Mana]
Action: Heals 1d4 + Wisdom Modifier + Spellcasting Ability Modifier to a single target. Gains an additional 1d4 at Levels 3, 5, 7, 9, 11. 

Cura [10 Mana]
Action: Heals 1d4 + Wisdom Modifier + Spellcasting Ability Modifier in a 2m radius. Gains an additional 1d4 at Levels 3, 5, 7, 9, 11. 

Curaga [16 Mana]
Action: Heals 1d6 + Wisdom Modifier + Spellcasting Ability Modifier in a 3m radius. Gains an additional 1d6 at Levels 3, 5, 7, 9, 11. 

Curaja [20 Mana]
Action: Heals 1d8 + Wisdom Modifier + Spellcasting Ability Modifier in a 4m radius. Gains an additional 1d8 at Levels 3, 5, 7, 9, 11.

Raise [10 Mana]
Action: Resurrect the target with 50% HP.

Arise [20 Mana]
Action: Resurrect the target with 100% HP.

Reraise [16 Mana]
Action: Applies death ward to a target.

Regen [8 Mana]
Action: Applies regen in a 3m radius.  Lasts 10 turns.

Protectja [24 Mana]
Action: Applies protect in a 3m radius for 10 rounds. Reduces bludgeoning, piercing, and slashing damage taken by half.  If shell is already applied to the target, wall will be applied.

Shellja [24 Mana]
Action: Applies protect in a 3m radius for 10 rounds. Reduces elemental damage taken by half.  If protect is already applied to the target, wall will be applied.

Wall [24 Mana]
Action: Applies wall to the target for 10 turns.  Reduces bludgeoning, piercing, slashing, and elemental damage by half.

Esuna [18 Mana]
Action: Removes poison, disease, paralyze, blind, charmed, petrified, cursed, and stunned in a 3m radius.

Holy [56 Mana]
Action: Deals 1d8 + Wisdom Modifier + Spellcasting Ability Modifier radiant damage to a single target. Gains an additional 1d8 per character level.

Reaction: Regenerator
Reaction: Applies regen upon taking damage.

Support: Arcane Defense
Passive: Reduces elemental damage taken by 50%.


Mystic - Mystic Arts
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Proficiencies when used as primary: N/A

Umbra [4 Mana]
Action: Blind the target for 3 turns.

Empowerment [2 Mana]
Action: Drains 1d12 mana from the target.  Gains an additional 1d12 at Levels 3, 5, 7, 9, 11.

Invigoration [16 Mana]
Action: Deals 1d6 + Spellcasting Ability Modifier necrotic damage to a single target.  Heals for half of the damage done.  Gains an additional 1d6 at Levels 3, 5, 7, 9, 11.

Belief [6 Mana]
Action: Fill the target's soul with a zealous fervor for 5 turns. Provides a 1d12 damage bonus to all spell damage while also causing vulnerability to all elemental damage.

Disbelief [6 Mana]
Action: Drain the target's soul of piety for 5 turns. Blocks spellcasting, but provides resistance to all elemental damage.

Corruption [20 Mana]
Action: Transform the target into one of the shadow-cursed undead for 5 turns.

Quiescence [16 Mana]
Action: Silences targets for 3 turns.

Fervor [16 Mana]
Action: Applies Crown of Madness for 5 turns.

Trepidation [20 Mana]
Action: Reduces the targets bravery causing them to deal 1d6 less damage.

Delirium [20 Mana]
Action: Confuses target for 3 turns.

Hesitation [10 Mana]
Action: Paralyzes target for 3 turns.

Repose [24 Mana]
Action: Causes target to fall asleep for 2 turns.

Induration [16 Mana]
Action: Petrifies target for 3 turns.

Support: Defense Boost
Passive: Reduces bludgeoning, slashing, and piercing damage taken by 50%.


Time Mage - Time Magic
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Proficiencies when used as primary: N/A

Haste [30 Mana]
Action: Applies haste in a 3m radius for 5 rounds.

Slow [30 Mana]
Action: Applies Slow in a 3m radius for 5 rounds.

Stop [14 Mana]
Action: Applies stunned in a 3m radius for 3 rounds.

Immobilize [10 Mana]
Action: Applies crippled in a 3m radius for 2 rounds.

Float [8 Mana]
Action: Applies levitate in a 3m radius for 5 rounds.

Reflect [12 Mana]
Action: Applies reflect in a 3m radius for 5 rounds.

Quick [24 Mana]
Action: Applies action surge to the target on success.

Gravity [24 Mana]
Action: Deals 25% of targets Max HP up to a maximum of 50 damage in a 3m radius.

Graviga [50 Mana]
Action: Deals 50% of targets Max HP up to a maximum of 75 damage in a 3m radius.

Meteor [70 Mana]
Action: Deals 1d6 + Intelligence Modifier + Spellcasting Ability Modifier force damage in a 6m radius. Gains an additional 1d6 per character level.

Reaction: Mana Shield [25% Max Mana]
Reaction: Convert 25% of max mana pool into temporary hit points equal to 25% of the caster's max HP prior to being attacked.


Orator - Speechcraft
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Proficiencies when used as primary:
Firearms
Slings

Entice
Action: Dominate a foe into becoming an ally for 5 rounds.

Stall
Action: Stuns a target for 1 turn.

Praise
Action: Praises the target's feats and strengths, increasing their next weapon damage by 1d6 for 1 round.

Preach
Action: Deepens target's belief and increasing their next spell damage by 1d6 for 1 round.

Intimidate
Action: Reduces the target's bravery causing them to deal 1d6 less weapon damage for 5 rounds.

Enlighten
Action: Recreases target's Faith by using cold logic and secular doctrine causing them to deal 1d6 less spell damage for 5 rounds.

Condemn
Action: Convince target of their impending doom that will come in 3 rounds.

Beg
Action: Spins tales in return for (30) gold.

Insult
Action: Infuriates target and causes crown of madness for 3 turns.

Mimic Daravon
Action: Use dull tales to induce slumber for 3 rounds.

Support: Equip Guns
Passive: Gain the ability equip guns even when not an Orator.

Support: Tame
Passive: Chance for critically wounded enemies within 18m to become an ally for 3 rounds. Targets must be below 25% of their max HP.


Summoner - Summon
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Proficiencies when used as primary: N/A

*Summon skills do AOE damage in 6m radius and summon an esper for 3 rounds.  Each esper has unique stats and abilities.

Moogle [8 Mana]
Action: Heals allies for 1d4. Gains an additional 1d4 at level 5 and level 9.
[Esper] Moogle Charm: Heals allies for 2d4 + 4 in a 6m radius.

Shiva [24 Mana]
Action: Deals 1d4 + Spellcasting Ability Modifier cold damage.  Gains an additional 1d4 at level 5 and level 9.
[Esper] Glacial Shards: Deals 3d4 + 4 AOE cold damage.

Ifrit [24 Mana]
Action: Deals 1d4 + Spellcasting Ability Modifier fire damage.  Gains an additional 1d4 at level 5 and level 9.
[Esper] Infernal Blaze: Deals 3d4 AOE fire damage.

Ramuh [24 Mana]
Action: Deals 1d4 + Spellcasting Ability Modifier lightning damage.  Gains an additional 1d4 at level 5 and level 9.
[Esper] Judgment Bolt: Deals 3d4 + 4 AOE lightning damage.

Titan [30 Mana]
Action: Deals 1d6 + Spellcasting Ability Modifier force damage.  Gains an additional 1d6 at level 5 and level 9.
[Esper] Gaia's Wrath: Deals 3d6 + 4 AOE force damage.

Golem [40 Mana]
Action: Summons Golem.
[Esper] Redirect Damage: Redirects half of any incoming physical damage taken by allies to Golem.

Carbuncle [30 Mana]
Action: Summons Carbuncle.
[Esper] Reflect: Applies reflect to all allies in range.

Bahamut [60 Mana]
Action: Deals 1d8 + Spellcasting Ability Modifier force damage.  Gains an additional 1d8 at levels 3, 5, 7, 9, and 11.
[Esper] Megaflare: Deals 4d8 + 2 AOE force damage.

Odin [50 Mana]
Action: Deals 1d6 + Spellcasting Ability Modifier slashing damage.  Gains an additional 1d6 at levels 3, 5, 7, 9, and 11.
[Esper] Cleave: Deals 7-11 piercing damage in a cone. 
[Esper] Extra Attack

Leviathan [48 Mana]
Action: Deals 1d4 + Spellcasting Ability Modifier cold damage.  Gains an additional 1d4 at levels 3, 5, 7, 9, and 11.
[Esper] Tidal Wave: Deals 4d8 - 1 AOE cold damage.
[Esper] Heimal Strike

Salamander [48 Mana]
Action: Deals 1d4 + Spellcasting Ability Modifier fire damage.  Gains an additional 1d4 at levels 3, 5, 7, 9, and 11.
[Esper] Wyrmfire: Deals 4d8 - 1 AOE fire damage.

Sylph [26 Mana]
Action: Summons Sylph.
[Esper] Silence Aura: Silences enemies within range.

Faerie [28 Mana]
Action: Heals allies for 1d4. Gains an additional 1d4 at levels 3, 5, 7, 9, and 11.
[Esper] Fey Light: Heals 4d4 + 3 to allies in range.

Lich [40 Mana]
Action: Deals 1d4 + Spellcasting Ability Modifier necrotic damage.  Gains an additional 1d4 at levels 3, 5, 7, 9, and 11.
[Esper] Descending Darkness: Deals 1/8 of current HP necrotic damage to enemies in range each turn.
[Esper] Rotting Fist: Melee attack that may inflict enemies with rot.

Cyclops [62 Mana]
Action: Deals 1d8 + Spellcasting Ability Modifier bludgeoning damage.  Gains an additional 1d8 at levels 3, 5, 7, 9, and 11.
[Esper] Climactic Fear: Deals 4d8 + 4 AOE bludgeoning damage.

Zodiark [99 Mana]
Action: Deals 1d12 + Spellcasting Ability Modifier radiant damage.  Gains an additional 1d12 at levels 3, 5, 7, 9, and 11.
[Esper] Darkening Cloud: Deals 4d12 + 5 radiant damage.

Reaction: [Critical] Recover MP
Reaction: Restore 25% of max mana pool as a reaction when below 50% of the caster's max HP.


Dancer - Dance
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Proficiencies when used as primary:
Medium Armor
Rapiers
Shortswords

*Dancing has a 30m radius and cancels at the end of combat or upon your next attack, spell, or dance. 

Witch Hunt
Action: Drains 6 mana from each enemy.

Mincing Minuet
Action: Deals 1d4 + Spellcasting Ability Modifier slashing damage. Gains an additional 1d4 at levels 3, 5, 7, 9, and 11.

Slow Dance
Action: 50% chance to slow each enemy.

Polka
Action: 50% chance to enfeeble each enemy.

Heathen Frolick
Action: 50% chance to cause spell rot on each enemy.

Forbidden Dance
Action: 50% chance to blind, confuse, silence, toad, poison, slow, stop, or sleep each enemy.

Last Waltz
Action: 33% chance to stun each enemy for 1 round.

Reaction: Fury
Reaction: Increase magic power by 1d6 when damaged. Lasts until the next spell attack or the end of combat.


Bard - Bardsong
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Proficiencies when used as primary:
Medium Armor
Instruments

*Singing has a 30m radius and cancels at the end of combat or upon your next attack, spell, or song.

Seraph Song
Action: Restores 20 MP to allies each round.

Life's Anthem
Action: Restores 1d12 + Spellcasting Ability Modifier to allies each round.

Rousing Melody
Action: 50% chance to increase allies' dexterity by 2.

Battle Chant
Action: 50% chance to increase allies' weapon damage by 1d6.

Magical Refrain
Action: 50% chance to increase allies' magic damage by 1d6.

Nameless Song
Action: 50% chance to randomly apply reraise, regen, protect, shell, or haste to each ally.

Finale
Action: 50% chance to apply action surge to each ally.

Reaction: Magic Boost
Reaction: Increase magic power by 1d6 when damaged. Lasts until the next spell attack or the end of combat.


Unique Classes:

Holy Knight - Holy Sword
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Proficiencies when used as primary:
Medium Armor
Heavy Armor
Shields
Rapiers
Scimitars
Shortswords
Longswords

*Damage is unavoidable, however debuff application for Holy Sword skills is 25%.

Judgment Blade [12 Mana]
Action: Deals weapon damage + Strength Modifier cold damage in a 2m radius. May inflict stunned for 1 round.

Cleansing Strike [14 Mana]
Action: Deals weapon damage + 2x Strength Modifier (weapon type) damage to a single target. May inflict doom.

Crush Punch [18 Mana]
Action:  Deals weapon damage + Strength Modifier (weapon type) damage to a single target. May deal double damage.

Hallowed Bolt [20 Mana]
Action: Deals weapon damage + 2x Strength Modifier lightning damage in a 2m radius. May inflict silence for 2 rounds.

Divine Ruination [24 Mana]
Action: Deals weapon damage + 3x Strength Modifier radiant damage in a line. May inflict confusion for 2 rounds.


Dark Knight - Darkness
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Proficiencies when used as primary:
Medium Armor
Heavy Armor
Shields
Shortswords
Longswords
Greatswords
Flails
Battleaxes
Greataxes

*Damage is unavoidable, however debuff application for Darkness skills is 25%.

Sanguine Sword [12 Mana]
Action: Deals weapon damage and heals user for damage done.

Infernal Strike [2 Mana]
Action: Deals weapon damage and restores mana equal to the damage done.

Crushing Blow [18 Mana]
Action: Deals weapon damage + 2x Strength Modifier (weapon type) damage to a single target. May inflict stunned for 1 round.

Abyssal Blade [20 Mana]
Action: Deals weapon damage + 20% of Maximum HP necrotic damage in a cone.  Damages user for 20% of max HP.

Unholy Sacrifice [24 Mana]
Action: Deals weapon damage + 33% of Maximum HP necrotic damage in a 6m radius from the caster and may apply Slow for 3 rounds. Damages user for 33% of max HP.

Support: HP Boost
Passive: Increase maximum HP by 20%.

Support: Vehemence
Passive: Increase attack power by 50% and become vulnerable to all damage.


Soldier - Limit
Spoiler:  
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Proficiencies when used as primary:
Medium Armor
Scimitars
Shortswords
Longswords
Greatswords
Mauls

Braver [6 Mana]
Action: Deals weapon damage and applies Braver on a successful hit. Braver increases the damage of the next weapon skill by 10.

Blade Beam [8 Mana]
Action: Deals weapon damage + Dexterity Modifier and does half of the damage to up to 3 extra enemies nearby.

Cross Slash [12 Mana]
Action: Attacks twice dealing weapon damage/2 + Dexterity Modifier with each hit.

Meteorain [18 Mana]
Action: Attacks 4 times dealing weapon damage/2 + Dexterity Modifier fire damage with each hit.

Finishing Touch [20 Mana]
Action: Damages enemies for weapon damage to enemies in a 2m radius.  May inflict stone and stop. May KO Targets below 10% HP.

Climhazzard [24 Mana]
Action: Deals weapon damage to a single target.  Deals an additional strike for every 25% HP the target is missing.

Omnislash [24 Mana]
Action: Attacks 8 times dealing weapon damage/4.

Cherry Blossom [24 Mana]
Action: Deals weapon damage + Dexterity Modifier to enemies in a 3m radius.


Sky Pirate - Pillage
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Proficiencies when used as primary:
Medium Armor
Heavy Armor
Shields
All bows, crossbows, guns, and slings
All polearms
Rapiers
Shortswords
Longswords
Greatswords

Charm [6 Mana]
Action: Attempts to charm a humanoid for 5 turns.

Steal Weapon [12 Mana]
Action: Attempt to steal the opponent's weapon.

Mug [18 Mana]
Action: Deal weapon damage to a foe and steal 10 gold on a successful hit.

Leg Shot [6 Mana]
Action: May cripple the target for 2 rounds.

Arm Shot [6 Mana]
Action: May paralyze the target for 2 rounds.

Seal Evil [12 Mana]
Action: May petrify an undead or fiend for 2 rounds.

Barrage [18 Mana]
Action: Attack 4 times dealing weapon damage/2 with each strike.


Dragoner - Dragon
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Proficiencies when used as primary: N/A

Ice/Fire/Lightning Breath [12 Mana]
Action: *Follows core dragonborn breath damage.  No short rest cooldown.

Holy Breath [14 Mana]
Action: *Follows core dragonborn breath damage.  No short rest cooldown. Radiant damage.

Dragon's Charm [6 Mana]
Action: Attempt to charm a beast or dragon to fight along side you for 5 rounds.

Dragon's Gift [12 Mana]
Action: Sacrifice 25% current HP to heal an ally for twice the amount. Removes most negative status effects.

Dragon's Might [18 Mana]
Action: Increases the target's damage done by 2, AC by 2, and movement by 3m.

Dragon's Speed [18 Mana]
Action: Applies action surge to the target.


Skyseer - Sky Mantra
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Proficiencies when used as primary:
Medium Armor
Shields

*All Mantras deal 5 strikes in a 6m radius.  Each strike has a 2m radius and deals 1d6 + Spellcasting Ability Modifier.  Gains an additional 1d6 at level 5 and 9.

Heaven's Wrath [48 Mana]
Action: Lightning Damage

Ashura [48 Mana]
Action: Fire Damage

Adamantine Blade [48 Mana]
Action: Force Damage

Maelstrom [48 Mana]
Action: Cold Damage

Celestial Void [24 Mana]
Action: No damage, but may inflict blind, confuse, silence, toad, poison, slow, or sleep.

Divinity [48 Mana]
Action: Radiant Damage


Templar - Spellblade
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Proficiencies when used as primary:
Medium Armor
Heavy Armor
Shields
Rapiers
Scimitars
Shortswords
Longswords

Blind [6 Mana]
Action: Applies Blind to the target for 3 rounds.

Syphon [2 Mana]
Action: Drain mana equal to 1d12 + Spellcasting Ability Modifier from the target. Gains an additional 1d12 at levels 3, 5, 7, 9, and 11.

Drain [12 Mana]
Action: Deals 1d8 + Spellcasting Ability Modifier necrotic damage to the target. Restores half of the damage dealt.  Gains an additional 1d8 at levels 3, 5, 7, 9, and 11.

Faith [10 Mana]
Action: Applies Faith to the target for 5 rounds.

Doubt [10 Mana]
Action: Applies Atheist to the target for 5 rounds.

Zombie [14 Mana]
Action: Applies Zombie to the target for 5 rounds.

Silence [16 Mana]
Action: Applies Silence to the target for 3 rounds.

Berserk [16 Mana]
Action: Applies Crown of Madness to the target for 5 rounds.

Disable [14 Mana]
Action: Applies Paralyze to the target for 3 rounds.

Sleep [20 Mana]
Action: Applies Sleep to the target for 2 rounds.

Break [24 Mana]
Action: Applies Petrify to the target for 3 rounds.

Vengeance [20 Mana]
Action: Unavoidable. Deals radiant damage to the target equal to caster's missing HP.


Netherseer - Nether Mantra
Spoiler:  
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Proficiencies when used as primary:
Medium Armor
Shields

*All Mantras deal 5 strikes in a 6m radius.  Each strike has a 2m radius and deals 1d6 + Spellcasting Ability Modifier.  Gains an additional 1d6 at level 5 and 9.

Hell's Wrath [48 Mana]
Action: Lightning Damage

Nether Ashura [48 Mana]
Action: Fire Damage

Nether Blade [48 Mana]
Action: Force Damage

Nether Maelstrom [48 Mana]
Action: Cold Damage

Corporeal Void [24 Mana]
No damage, but may inflict blind, confuse, silence, toad, poison, slow, or sleep.

Impiety [48 Mana]
Action: Necrotic Damage


Sorcerer - Magics
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Proficiencies when used as primary: N/A

Holy [56 Mana]
Action: Deals 1d8 + Wisdom Modifier + Spellcasting Ability Modifier radiant damage to a single target. Gains an additional 1d8 per character level.

Flare [60 Mana]
Action: Deals 1d8 + Intelligence + Spellcasting Ability Modifier fire damage to a single target.  Gains an additional 1d8 per character level.

Graviga [50 Mana]
Action: Deals 50% of targets Max HP up to a maximum of 75 damage in a 3m radius.

Unholy Darkness [40 Mana]
Action: Deals 1d6 + Wisdom Modifier + Spellcasting Ability Modifier necrotic damage to a single target. Gains an additional 1d6 per character level.

Arise 2 [20 Mana]
Action: Action: Resurrect the target with 100% HP. Has a higher success rate than Arise.