Subclasses
Ravager from Final Fantasy Tactics A2
Crush your Foes with Incredible Might
Ravagers are barbarians whose path is aimed at crushing might to overwhelm those that stand in their path.
You gain proficiency in Heavy Armor, and you can enter and stay in your rage if you are wearing it. In addition while you are wearing armor, you can add your Constitution Modifier to your AC, you can only gain this bonus if you are not equipping a shield.
Your Rage damage is now 1d4. This increases to a d6 Level 9, and a d8 Level 16.
You have advantage on saving throws against being frightened. In addition you add your Strength modifier to Intimidation checks you make.
When you take damage other than Psychic, you can use your reaction to reduce the damage by 1d6. You can use this feature a number of times equal to your Constitution Modifier before you must take a long rest.
When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to make an attack of opportunity against that creature, if this attack hits you roll additional rage die and add it to the damage.
Mime from Final Fantasy Tactics
Imitate the Actions of Others
Often called Mimes, bards of the college of mimicry specialize in copying sounds and actions of others.
When you hear a sound, or hear a humanoid speaking for a total of 1 hour within a 24 hour time, you can expend a Bardic Inspiration to commit the sound or the voice to your memory, these are called your Memorum. You can have a number of Memorum equal to your Intelligence Modifier, choosing to replace ones you have when you learn a new one. You can use your Memorums freely.
As a bonus action you can begin mimicking another humanoid creature whose level or CR is equal to or lower than your own. While mimicking another creature you can only use actions that the creature has taken since your last turn, this includes ability checks, special actions, class features, or spells, even if you do not have them. You can not mimic Legendary Actions, or Lair actions this way. You can use Mimicry a number of times equal to your Charisma Modifier (Minimum 1), regaining all expended uses after completing a long rest.
You must maintain concentration to keep your mimicry active.
When another creature you see makes an ability check within the last minute, you can expend a Bardic Inspiration to copy their result on the d20 if you make the same ability check.
You can not begin mimicking any creature type. In addition while mimicking a creature you can now copy its movement patterns that you would normally be unable to, such as swim or flying speeds.
Based on various Summoners
Bring Beings from Beyond to Aid You
Mirages, also known as Espers or Aeons, are beings from other worlds, brought forth to complete a task. Clerics who wield the Mirage Domain are referred to as Summoners, and only a chosen few become summoners, able to call forth entities of greater power.
This subclass references homebrew spells as alternative options, see here (or here if mobile) if the DM allows use of those spells.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Mirage Domain Spells table, you thereafter always have the listed spells prepared.
Mirage Domain Spells
Cleric Level Spells
1 (2014) Comprehend Languages, Find Familiar (or Call Esper if the DM allows)
3 Comprehend Languages, Find Familiar, Healing Spirit, Summon Beast
5 Life Transference, Spirit Guardians
7 Banishment, Dimensional Door
9 Contact Other Plane
At 9th level you gain one of the following spells as a Mirage Domain Spell based on your alignment: Conjure Elemental if Neutral, Summon Celestial if Good, or Summon Draconic Spirit if Evil
When you choose this domain at 1st level, you gain the Guidance cantrip if you don't already know it.
Your training in preparing for your role as a Cleric has gone down one of the following routes to aid you and your Aeons:
When you cast a Conjuration spell of 1st Level or higher that summons or creates 1 creature, you present your Holy Symbol and expend a use of your Channel Divinity to call upon a Mirage being from another world, known as an Aeon. The spell no longer has a material component, and lasts for its full length without requiring concentration, or until you cast another Conjuration spell that summons or creates a creature.
If you cast Find Familiar you gain the following benefits:
When you use your Aeon Prayer, the creature has additional hit points equal to your Proficiency Modifier.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
When you use your Aeon Prayer, the creature has 50 more hit points, and is able to cast any Cleric spell you have prepared, this expends your spell slots.
Elementalist from Final Fantasy Tactics Advanced and A2
Harness the Elemental Forces of Nature
The elementalist calls on spirits of nature to lend them strength. Elementalists are not an organized group among Druids, and are often simply a mentor teaching a student to go off on their own on their mission to defend nature against excessive destruction.
This subclass makes use of unique spell lists found here
When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.
Druid Level Prepared Spells
2 / 3 Chromatic Orb
5 Nystul's Magic Aura
7 Elemental Weapon
9 Conjure Elemental
You choose one of the following elements to study, this choice will give you additional cantrips and spells for your Circle of Elements Spells class feature. In addition you learn the Elementalism cantrip, or you can choose between Control Flames, Gust, Mold Earth, or Shape Water
Element Damage Type Cantrip Spell List
Fire Fire Firebolt Fire
Water Cold Ray of Frost Water
Lightning Lightning Shocking Grasp Electric
Wind Thunder Thunderclap Wind
Earth Acid Acid Splash Earth
Darkness Necrotic Chill Touch Dark
When you reach the appropriate level, you choose 1 spell from your associated spell list of your chosen element, this spell counts as a Circle of Elements Spell for you and is always prepared.
Additionally, if you have the Primal Strike class feature, the damage type can instead be the damage type of the element you choose.
Your choose one of the following options:
When you take Fire, Cold, Lightning, Thunder, Acid, or Necrotic damage, you can use your reaction to take half the damage, and recover a 1 expended Wild Shape use. You can use this feature a number of times equal to your Wis Modifier (Min 1) before you must complete a long rest.
You learn Elemental Bane, which you can cast by expending 2 uses of your Wild Shape, if casted this way you can cast it while in your Wild Shape.
Onion Knight from Final Fantasy Tactics S
This sad warrior excels at none, and is far from being the most powerful
Why is it that we use the name of a certain vegetable to refer both to those who excel and also those without experience in the ways of the world? It is a well-known fact that all heroes in all tales disliked vegetables as children. Their legend begins with their overcoming of this weakness, and then continues with a journey filled with hardships. That noble vegetable, the onion, lives on as a symbol of hardships overcome, and as the mark of a true hero.
When you use your Second Wind feature, you can choose up to a number of creatures equal to your Charisma Modifier (Minimum 1) within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Your ability scores can now have a maximum of 22. In the 2024 edition, using Epic Boons this maximum is 32.
Creatures who are affected by your Rallying Cry now heal an additional 1d6 Hit Points.
You increase an ability score of your choice by 1. Every time you gain a level you increase an ability score of your choice by 1, regardless of what class you choose to gain a level in when you level up.
When you use your Tactical Master feature you instead use the property in addition to your weapon’s normal property.
When you use your Action Surge you gain an additional damage die on any damage you deal for the rest of the turn.
You can use the master property of every weapon.
White Monk from Final Fantasy Tactics Advanced and A2
Banish the Darkness with Holy Fists
These “White Monks” hail from church monasteries and hone their skills to heal, and banish the undead and fiends to the dark realms they belong.
You gain the following benefits thanks to your martial arts:
Your Monk Weapons and Unarmed Strikes deal an additional 1d4 damage to Fiend and Undead creatures.
In addition, monk weapons and unarmed strikes can now deal Radiant damage, instead of their normal damage type.
You and allied creatures within 10 feet of you have advantage on saving throws caused by Fiend and Undead creatures. In addition the “Undead Fortitude” of creatures within this aura can not be triggered. The range increases to 30 feet at Level 17.
The divine powers you harness grant you the power to reverse death. As a Magic action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of Hit Points equal to 4dl0 plus your Wisdom modifier. If the creature had died with any of the following conditions, the creature revives with the conditions removed: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.
Once you use this feature, you can't use it again until you finish a Long Rest.
Templar from Final Fantasy Tactics Advanced and A2
Quell the Forces that use Magic
Templar knights wield powerful weapons and have a repertoire of potent support magicks. Many Templars take up the Oath in order to defeat powerful forces of mages, such as the Red Wizards of Thay, Magocracies like the Tevinter Imperium, or the Black Mages of Alexandria.
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Templar Spells table, you thereafter always have the listed spells prepared.
Oath of the Templar Spells
Paladin Level Spells
3 Detect Magic, Absorb Elements (Or Rasp)
5 Enhance Ability, Silence
9 Dispel Magic, Haste
13 Otiluke's Resilient Sphere, Raulothim’s Psychic Lance
17 Far Step, Force Wall
When you hit a creature with a melee weapon attack you can expend a use of your Channel Divinity, the creature takes an additional 1d4 Necrotic damage for each 10 Hit Points you are missing.
When you hit a creature with your Divine Smite or a Smite spell you unleash a 5 foot radius sphere of dispelling energy centered on the creature hit. Any magic of a spell a level equal to or under the level of the spell slot expended on it is ended.
Allied creatures within your aura can use a bonus action to increase melee and spell damage by an amount equal to your Charisma Modifier for the rest of the turn.
You can expend 5 Hit Points from the pool of healing power to remove any number of the following conditions in addition to Poison: Blinded, Charmed, Deafened, 1 Level of Exhaustion, Frightened, Paralyzed. You can also remove 1 Curse.
In addition you can expend 5 Hit Points from the pool of healing power to render the target creature immune to those conditions for 1 hour.
Geomancer from Final Fantasy Tactics A2
Utilize the Power of the Terrain to Devastating Effect
A warrior who uses Geomancy to control powers lying dormant in the natural terrain, their surroundings grant powers for them to utilize
This feature is identical to the version in the 2014 version of 5th edition and is required for other features, if you are playing the 2014 version of Ranger choose another option when you take this subclass.
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose two types of favored terrain: arctic, coast, desert, forest, grassland, hill, mountain, swamp, Underdark, urban, or waterborne. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
You choose additional favored terrain types at 6th and 10th level.
You have certain spells prepared automatically based on your chosen favored terrains. These spells don’t count against your prepared spells.
Terrain 3 5
Arctic Ray of Frost - Ice Knife Snilloc's Snowball Swarm
Coast Shocking Grasp - Thunderwave Warding Wind
Desert Fire Bolt - Searing Smite Aganazzar's Scorcher
Forest Thorn Whip - Hail of Thorns Barkskin
Grassland Lightning Lure - Longstrider Healing Spirit
Hill Starry Wisp - Dissonant Whispers Moonbeam
Mountain Magic Stone - Earth Tremor Enlarge/Reduce
Swamp Poison Spray - Ray of Sickness Ray of Enfeeblement
Underdark Infestation - Cause Fear Web
Urban Acid Splash - Sleep Shatter
Waterborne Frostbite - Purify Food and Drink Gust of Wind
Terrain 9 13 17
Arctic Sleet Storm Ice Storm Cone of Cold
Coast Tidal Wave Storm Sphere Control Winds
Desert Wall of Sand Hallucinatory Terrain Immolation
Forest Plant Growth Grasping Vine Tree Stride
Grassland Call Lightning Giant Insect Far Step
Hill Daylight Fount of Moonlight Dream
Mountain Erupting Earth Stoneskin Transmute Rock
Swamp Stinking Cloud Blight Insect Plague
Underdark Meld into Stone Evard's Black Tentacles Wall of Stone
Urban Glyph of Warding Sickening Radiance Animate Objects
Waterborne Wall of Water Control Water Maelstrom
In addition you know the Elementalism cantrip, or you may choose to have either Control Flames, Gust, Mold Earth, or Shape Water
While you are in your favored terrain, when you take a long rest, you can recover expended Spell Slots, whose total levels are no higher than half your Ranger Level (rounded down). You can use this feature once per long rest.
In addition creatures trying to track you or your travel group have disadvantage if you are traveling through your favored terrain.
You gain the following benefits based on your chosen favored terrains:
When you hit a creature with a weapon attack, you can deal an additional 1d6 damage, you can choose to make this damage either acid, fire, cold, thunder, or lightning.
While you are in your favored terrain, when you cast a spell of 1st-level or higher, you can attempt to use nature to cast the spell without expending a spell slot. Roll a d20, with a DC of 10 + the spell slot’s level, on a success you do not expend a spell slot. You can use this feature a number of times equal to your Wisdom Modifier (Minimum 1), and only expend a use if you succeed. You regain all expended uses on a long rest.
Sniper from Final Fantasy Tactics Advanced and A2
Elite hunters stalk their prey with immense greatbows
Sometimes laying in wait and readying 1 deadly arrow from great distances is in order, and these Rogues honed their stealth for that purpose.
You gain proficiency with Martial Ranged Weapons and Perception. If you are already proficient in Perception you gain Expertise in it.
Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons. In addition if you hit a creature from at least half your weapon’s range you trigger your sneak attack without needing to meet its normal conditions, so long as you don’t have disadvantage on the attack.
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects.
Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Disarm (Cost: 1d6): The target makes a Strength Saving Throw, on a failure it drops anything it is holding.
Armor Break (Cost: 2d6): The target makes a Constitution Saving Throw, on a failure it’s AC is decreased by 1 until the end of your next turn.
Double Shot (Cost: 3d6): You can immediately make another attack as part of your attack action.
When you take damage you can use your reaction to take the Hide Action
While you are Invisible due to the Hide Action, you can use your action to expend 1 hit die to recover hit points.
Based on Terra of Final Fantasy 6
Harbor the Magic of Distant Planes
Your power derives from beings called Espers, Phantom Beasts, or Mirages. Perhaps through you flows the blood of one of the beings. Some might grant this power through pacts made. Others might be born with the power to connect to these beings. Or exposure to their magic might have imprinted upon you or an ancestor.
When you reach certain Sorcerer levels, you choose spells to learn and thereafter always have the listed spells prepared. These spells can be from any spell list.
You choose one damage type, except for Bludgeoning, Piercing, or Slashing. Whenever you cast a spell that deals that damage type, you cast it as though you used 1 spell slot level higher then the one expended.
You gain resistance to the damage type you choose.
In addition you gain the following Meta Magic Options:
When you use a Metamagic option, you can roll a d4, on a 4 the Metamagic costs 1 less Sorcery Point. You can only use this feature a number of times equal to your Charisma Modifier, regaining all expended uses on a long rest, a use is only expended if successful.
You now cast spells of your chosen damage type as though you used a spell slot 2 levels higher than the one expended.
Guardian from Bravely Second: End Layer
Channel the Power of the Soul
Your pact is with an, often psychic, being whose goals are the protection of some creature or thing. Psychic powers are granted that allow the wielder to project their soul unto others.
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Guardian Spells table, you thereafter always have the listed spells prepared.
Guardian Spells
Warlock Level Spells
3 Shield, Protection from Evil and Good, Lesser Restoration, Mirror Image
5 Fear, Protection from Energy
7 Death Ward, Freedom of Movement
9 Antilife Shell, Enervation
Your patron’s psychic powers offer you the training necessary to effectively armor yourself for battle. You gain proficiency with medium armor and shields.
You can attach your soul to other creatures or objects to aid you in your mission of protection. As a magic action, touch a willing creature or object for 1 minute, after which your consciousness is transferred into them.
While Soul Linked:
While Soul Linked with an Object:
While you are Soul Linked with a creature:
Ending your Soul Link:
You can use your Soul Link 2 times before you must complete a long rest.
While you are Soul Linked you can focus to use the senses of your body.
On your turn, if the creature you are Soul Linked to is willing, you can control their body. In addition creatures you are Soul Linked with share your armor proficiencies, weapon proficiencies, and senses.
You can attempt to impose yourself onto an unwilling creature to Soul Link with as an action. The creature must make a Wisdom Saving Throw against your spell save DC, and repeats this saving throw on each of its turns, ending the Soul Link on a successful save.
Arithmetician/Calculator from Final Fantasy Tactics
Calculate the Solution to Heighten your Spells
A learned wizard who uses Arithmeticks to analyze natural phenomena and pinpoint magickal attacks. Users of Arthemeticks in their magic are called Arithmeticians, Calculators, or Mathematicians.
Choose 2 of the following tools, you gain proficiency in them: Alchemist’s Supplies, Brewer’s Supplies, Calligrapher’s Supplies, Cartographer’s Tools, Cook’s Utensils, Navigator’s Tools.
In addition choose one of your tool proficiencies, you gain expertise with them.
When you cast a spell of 1st Level or high you can apply 1 Arithmetic option. You can only use each Arithmetic option a number of times equal to your Intelligence Modifier (Min 1), regaining all expended uses after a long rest.
You have the following option and gain more as you level:
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you two of the following characteristics of your choice:
In addition as a Bonus Action, you can attempt to discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you make an Investigation Check, the DC for this check is 10 + the Creature’s CR Rating or Level against your Wizard Level, for example at 6th Level Wizard a creature with a CR 4 will have a DC8, but a creature with a CR 17 will be DC21. On a success you know that creature’s current hit points and whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are. You can use this feature a number of times equal to your Intelligence Modifier, but only expend a use on a success, you regain all uses on a long rest.
You gain the following Arithmetic option:
You gain the following Arithmetic option: