When you begin the game, you are able to choose a job from the six "standard" jobs available to you: Warrior, Monk, Thief, White Mage, Red Mage, and Black Mage. Once you reach level 18, you may complete a quest to unlock the subjob ability, allowing you to "sub" any other of these six jobs to your "main" job at half your main job's level (Note that you must change jobs and level each job individually to obtain the full support job benefit.). For example, at level 18 your support job will be a maximum of level 9, even if you have the support job leveled higher. For every two levels you gain, you obtain another level of your support job up to a maximum of main job 75 and support job 37. Once you reach level 30, you are then able to open all of the "advanced" jobs: Paladin, Dark Knight, Beastmaster, Bard, Ranger, Samurai, Ninja, Dragoon, Summoner, Corsair, Blue Mage, Puppetmaster, Dancer, and Scolar. Note that each of these advanced jobs requires certain expansions of the game to be installed and a quest to unlock each job must also be completed.
Standard Jobs
 | Warrior |
| Warrior is a very versatile melee job that can equip almost all of the types of weapons available in the game, and thus can fill a number of different roles in a party. Warriors have the ability to wear heavy armor and tank, protecting their comrades from the enemy attack; they are also masters of the powerhouse Axe and Great Axe weapons and are among the most powerful damage dealers in the game. Players starting the game as a Warrior receive an Onion Sword. |
White Mage |  |
| Armed with the most efficient recovery spells, White Mages can ensure a party's survival in the most dire of situations. With the ability to utilize the most potent spells from the Cure, Regen, Raise, and Bar Spell families, White Mages are the premier healers in the game, and are nearly indispensable when forming a party. Players starting the game as a White Mage receive an Onion Rod and a Scroll of Cure. White Mages are also known to be competent fighters. Equipped with hammer and shield, they can provide a solid defense and unleash heavy blows should the enemy turn their way. |
 | Monk |
| With their bodies that double as deadly weapons, Monks attack enemies with explosive strength. As one of the six standard jobs, Monk can be chosen by players at the very start of the game. Monk is designed as a Hand-to-Hand weapon specialist, and is capable of wreaking havoc with fast and furious punches. Preserving Final Fantasy tradition, Monk retains many classic abilities including Martial Arts, Chakra, Max HP Boost, and Counter. Complete with a full set of powerful weapon skills, Monks are a force to be reckoned with on the battlefield. Players starting the game as a Monk receive a White Belt. |
Black Mage |  |
| Put bluntly, Black Mages get a lot of enjoyment from watching their enemies fall to powerful black magic. Specializing in the elemental powers of the world has earned them an array of spells based in the six primary elements capable of causing a great deal of damage. Black Mages also make for an effective "de-buff" job due to their very high intelligence. They are the only class that can even tap into ancient energies to call forth devastating elemental spells. |
 | Thief |
| Thieves are masters of hate control. They are able to deal out a good chunk of damage, and pin the blame on another party member. Thieves are able to pick locks on treasure coffers and chests, allowing them to save valueable time not having to obtain a key. They also directly affect the drop rate of items from enemies. A thief thrives on critical hits from the safety of the shadows. |
Red Mage |  |
| Red Mages boast one of the most diverse arsenals of magic and perhaps the highest survivability factor. They are able to protect and heal themselves and others almost as well as white mages on top of being a "refresher" class job. Red mages also possess a slew of "de-buff" spells to make a battle very difficult for their enemy. Though not particularly physically strong, they are masters of the sword and skilled duelists. |
Each race has specific strengths and weaknesses that make leveling each standard job easier or more difficult, depending on the particular race and job. For example, galka are a naturally physical race and more suited for melee jobs than mage jobs just as tarutaru are more suited for mage jobs than melee jobs. However, a player wishing for a greater challenge may choose to start the game as a galka black mage or a tarutaru warrior. There also exists plenty of gear in the game that can be used to offset any racial weaknesses. The following is a table of starting statistics of each job and race (with no subjob bonuses included).
| Race | Statistic | WAR | MNK | WHM | BLM | RDM | THF |
| Hume |
Strength | 8 | 7 | 6 | 5 | 6 | 6 |
| Dexterity | 7 | 7 | 5 | 7 | 6 | 8 |
| Vitality | 6 | 8 | 6 | 5 | 6 | 6 |
| Aglity | 7 | 5 | 6 | 7 | 6 | 7 |
| Intelligence | 5 | 5 | 6 | 8 | 7 | 7 |
| Mind | 5 | 6 | 8 | 6 | 7 | 5 |
| Charisma | 6 | 6 | 7 | 6 | 6 | 5 |
| Elvaan |
Strength | 9 | 8 | 7 | 6 | 7 | 7 |
| Dexterity | 7 | 7 | 5 | 7 | 6 | 8 |
| Vitality | 7 | 9 | 7 | 6 | 7 | 7 |
| Aglity | 6 | 4 | 5 | 6 | 5 | 6 |
| Intelligence | 4 | 4 | 5 | 7 | 6 | 6 |
| Mind | 6 | 7 | 9 | 7 | 8 | 6 |
| Charisma | 6 | 6 | 7 | 6 | 6 | 5 |
| Tarutaru |
Strength | 7 | 6 | 5 | 4 | 5 | 5 |
| Dexterity | 7 | 7 | 5 | 7 | 6 | 8 |
| Vitality | 6 | 8 | 6 | 5 | 6 | 6 |
| Aglity | 8 | 6 | 7 | 8 | 7 | 8 |
| Intelligence | 7 | 7 | 8 | 10 | 9 | 9 |
| Mind | 5 | 6 | 8 | 6 | 7 | 5 |
| Charisma | 6 | 6 | 7 | 6 | 6 | 5 |
| Galka |
Strength | 9 | 8 | 7 | 6 | 7 | 7 |
| Dexterity | 7 | 7 | 5 | 7 | 6 | 8 |
| Vitality | 8 | 10 | 8 | 7 | 8 | 8 |
| Aglity | 7 | 5 | 6 | 7 | 6 | 7 |
| Intelligence | 5 | 5 | 6 | 8 | 7 | 7 |
| Mind | 5 | 6 | 8 | 6 | 7 | 5 |
| Charisma | 5 | 5 | 6 | 5 | 5 | 4 |
| Mithra |
Strength | 8 | 7 | 6 | 5 | 6 | 6 |
| Dexterity | 9 | 9 | 7 | 9 | 8 | 10 |
| Vitality | 6 | 8 | 6 | 5 | 6 | 6 |
| Aglity | 8 | 6 | 7 | 8 | 7 | 8 |
| Intelligence | 5 | 5 | 6 | 8 | 7 | 7 |
| Mind | 5 | 6 | 8 | 6 | 7 | 5 |
| Charisma | 5 | 5 | 6 | 5 | 5 | 4 |
Advanced Jobs
 | Paladin |
| A Paladin protects his comerades with his very life. True knights, chivalrous paladins make for excellent "tanks" with numerous spells and job abilities centered around keeping an enemy's attention on themselves. They are armed with excellent armor and skilled in divine magic. Paladins possess abilities to fortify their own and their party's defense. ((Requires the Rise of the Zilart expansion.)) |
Dark Knight |  |
| A Dark Knight loves to hurt their enemy, and is willing to risk themselves to do so. A heavily armored class, the Dark Knight uses abilities to enhance their strength and damage, often at the cost of their own hit points. This is also backed by a decent arsenal of elemental and dark magic to add even more damage onto the pile. ((Requires the Rise of the Zilart expansion.)) |
 | Beastmaster |
| Skilled in the art of taming and commanding the beasts of Vana'diel, Beastmasters are a highly charismatic job able to summon powerful creatures to their aid in combat. They study and master the strengths and weaknesses of the various beasts of the world, and then use that valueable knowledge to defeat their foes. ((Requires the Rise of the Zilart expansion.)) |
Bard |  |
| A performer at heart, a Bard can sing you a song of the greastest adventures and just as easily stop their enemies in their tracks. A Bard knows a slew of songs to bolster party strength and also "de-buff" an enemy's advances. ((Requires the Rise of the Zilart expansion.)) |
 | Ranger |
| Rangers are part of a unique group. The sole melee-class "DD" (damage dealer) that you will not typically find on the front lines, Rangers are the best ranged damage dealers in the game. Rangers scavenge the land and deal out devastating blows from their bows, crossbows and guns. ((Requires the Rise of the Zilart expansion.)) |
Samurai |  |
| Samurai are masters of Tactical Point control. They can often belt out weapon skill after weapon skill after weapon skill, which makes them a valueable asset to any party. Through study, a samurai also possesses the ability to dodge attacks as if they foresee them happening. ((Requires the Rise of the Zilart expansion.)) |
 | Ninja |
| Masters of the shadows, Ninja are skilled katana users that possess knowledge of the use of ninjutsu. These spells can weaken their enemy to certain elements, create shadows of themselves to confuse their opponent, and even cause various ill effects to their enemy. Ninja can become skilled "tanks" as well, using their shadows to offset only wearing light armor and other ninjutsu to prevent an enemy from hitting them as often, if at all. ((Requires the Rise of the Zilart expansion.)) |
Dragoon |  |
| Dragoons are a melee class that have an affinity for dragon-kind, and can even call forth a wyvern to aid them in battle. They possess unique abilities to shed enmity and are extremely skilled polearm users. A dragoon's very life is linked to that of his wyvern, and can funnel his health to his companion if needed and draw on the strengths of his friend as well. ((Requires the Rise of the Zilart expansion.)) |
 | Summoner |
| A Summoner has made pacts with the elemental avatars and their elemental minions, allowing them to summon these powerful creatures to their side. Each avatar grants the Summoner access to powerful party benefits, attacks, and "de-buffs" to hinder their enemy while the elementals act as mages of their particular elements. While the elementals cannot be directly controlled, they will sacrifice their magic points to bolster those of the summoner and will defend the summoner with everything they have. ((Requires the Rise of the Zilart expansion.)) |
Corsair |  |
| With deep roots in piracy, a Corsair combines party abilities similar to that of a Bard with the devastating ranged attacks of a gun-weilding Ranger. They also possess the ability to bolster magic or melee damage or even increase the amount of experience points earned from any given enemy. A Corsair can even potentially reset the parties job ability timers completely, including "two-hours." ((Requires the Treasures of Aht Urhgan expansion.)) |
 | Blue Mage |
| Blue Mages have mastered the abilities of their foes. These melee-class mages use the abilities of various beasts around Vana'diel to fight their enemies. These spells must be equipped, however, equipping certain spells together will grant the Blue Mage a bonus beneficial trait depending on the spells set. Some of these spells can even be used in skillchains or function as useful party benefits. ((Requires the Treasures of Aht Urhgan expansion.)) |
Puppetmaster |  |
| Performers at heart, Puppetmasters have created and trained their puppets to function as an extra party member. Hand-to-hand specialists themselves, they can train their puppets to be "tanks," mages, rangers, etc. by equipping the automatons with different head and body pieces. Their automatons can participate in skillchains or magic bursts as commanded by their masters. ((Requires the Treasures of Aht Urhgan expansion.)) |
 | Dancer |
| "They'll never know it's coming." A dancer is a true artistic performer. They perform various dances that can heal party members or cause ill effects on their enemies. Popular during the Crystal War, and almost extinct following said event, Dancers have recently renewed their numbers in modern Vana'diel. ((Requires the Wings of the Goddess expansion.)) |
Scholar |  |
| Scholars are intense strategists that have managed to master both the light and dark sides of magic. They can "buff" and heal a party almost as effectively as a White Mage, and then switch gears and cast devastating black magic on their foes as well. They too saw a sharp decrease in number after the Crystal War, but the appearance of the Cavernous Maws has renewed interest in this once-lost job. ((Requires the Wings of the Goddess expansion.)) |