Disciplines are the foundation of the Armory System in Final Fantasy XIV. There are four different base disciplines: War, Magic, Land, and Hand. Each different discipline can divide into several classes. The current weapon or tool equipped defines what class the player character is, with each specific class having different weapons they use.
In addition to the base disciplines, each job fills one of five roles: DPS (which is further divided into melee, physical ranged and magic ranged), tank, healer, gatherer and crafter. The former three are used for quests which involve combat and duties, while the latter two are for Gathering and Synthesis respectively.
Each of the Disciplines of War and Magic classes also has one or more associated jobs which can be unlocked by leveling the appropriate disciplines and completing the appropriate quests. Equipping a job grants improved stats, and access to powerful, specialized abilities and equipment. Jobs that were not available in A Realm Reborn do not have a base class, instead being unlocked at an increased level (except Blue Mage, which starts at 1 due to having vastly different gameplay from other jobs).
Disciples of War
The Disciplines of War are disciplines revolving around physical combat.
Gladiator – defends companions with his shield, and one-handed swords and daggers.
Pugilist – pummels foes with lightning-fast combinations using hora and knuckle-dusters.
Marauder – overwhelms adversaries with axes and heavy armor.
Lancer – delivers a barrage of devastating thrusts and slashes with lances and spears.
Archer – uses a bow to assail their foes with deadly precision, even from great distances.
Rogue – makes quick work of foes using daggers and pilfers their ill-gotten gains.
Paladin – charges fearlessly into battle, while defending allies with his holy shield and sacred oaths. Upgraded from Gladiator.
Monk – utilizes meditation and forbidden chakra to improve mobility and damaging capability. Upgraded from Pugilist.
Warrior – channels their inner-beasts to bring unbridled savagery on the battlefield. Upgraded from Marauder.
Dragoon – strikes foes from above using the power of the dragons. Upgraded from Lancer.
Bard – inspires their comrades with songs, and showers damage-over-time actions to enemies. Upgraded from Archer.
Ninja - incorporates Far Eastern skills through the weaving of signs, unleashing a wide array of attacks against their foes. Upgraded from Rogue.
Dark Knight – defends the downtrodden with greatswords and dark magic.
Machinist – devastates foes with firearms and a wide array of devices.
Samurai – throws quick slashes and precise strikes with the katana.
Gunbreaker – uses well-timed attacks with a gunblade.
Dancer – dances to both support allies and debilitate foes with dual chakram.
Reaper - reaps harvest from the Void, utilizing a scythe for dynamic close-quarter combat.
Disciples of Magic
The Disciplines of Magic specialize in using magic for combat rather than physical attacks.
Conjurer – harnesses the power of earth, wind and water elements to restore and strengthen, with wands and canes as medium.
Thaumaturge – uses scepters and staves as a medium to cast offensive fire, ice and lightning magic.
Arcanist – manipulates aether using arcane geometries held within grimoires to summon familiars and inflict damage-over-time.
White Mage - delivers comrades from the direst of afflictions by using healing magic and magical barriers. Upgraded from Conjurer.
Black Mage – annihilates those who oppose them through the occult and arcane art known as black magic. Upgraded from Thaumaturge.
Summoner – transmutes the primals' essences into Egis, thus binding them to their will. Upgraded from Arcanist.
Scholar – utilizes the faeries' magicks to heal the wounded and bolster the strength of their allies. Upgraded from Arcanist.
Astrologian – employs a star globe and divining deck that grant power over both allies' and enemies' fate.
Red Mage – combines black and white magic with high-speed melee combos with rapiers in hand.
Sage - protects allies with barriers and augments own attacks using aether-infused nouliths.
Blue Mage – learns actions or abilities from enemies with a cane in hand.
Disciples of the Land
The Disciplines of the Land use tools in order to carve materials from the earth for use in crafting.
Miner – uses a pickaxe and sledgehammer to mine minerals from the earth.
Botanist – uses a hatchet and scythe to harvest materials from trees and other flora.
Fisher – uses a fishing rod and fishing gig to catch and spear fish and other marine items from rivers, lakes, and seas.
Disciples of the Hand
The Disciplines of the Hand use basic materials found on monsters or by Disciples of Land in order to create new objects.
Carpenter – uses handsaws to shape and sculpt wood, giving wooden arms and furniture.
Blacksmith – uses cross-pein hammers to forge metallic weapons and tools.
Armorer – uses doming hammers to synthesize armor from metal and ingots.
Goldsmith – uses chaser hammers and grinding wheels to work with minerals to create precious metals and stones.
Leatherworker – uses headknives to refine hides and pelts into leather wearables and rugs.
Weaver – uses needles to sew clothes, toys, and linens from cloth and other textiles.
Alchemist – uses alembics to transform reagents into medicine, grimoires, and other organic structures.
Culinarian – uses skillets to cook various dishes that can produce various beneficial effects when consumed.
"Limited Job" is a term used for combat disciplines with a different gameplay and purpose. As of patch 5.57, Blue Mage is the only limited job in the game, whose gameplay is more focused for the single-player challenges of the Masked Carnivale.
The differences with the regular jobs are the following (based in the Blue Mage job):
- They cannot be used to progress in the Main Scenario or other sidequests.
- Their weapons only increase the player's Item Level. They don't increase any attributes unless they have materia slots.
- Besides the initial one, actions and abilities are learned by special methods instead of leveling or job quests.
- They do not work with any Job Gauge, and cannot use Limit Breaks.
- Their level cap is lower than the regular jobs.
- They cannot use the Duty Finder, nor enter in special instances like Eureka, or Deep Dungeons. However, they can still participate in dungeons, trials, raids, and alliances through preformed parties.
All of the Disciplines appear on cards.