All Class Abilities in Fire Emblem: Three Houses

A full list of all Class Abilities in Fire Emblem: Three Houses to help you plan your students' futures.

The class system in Fire Emblem: Three Houses is extremely flexible, letting you train your students in a variety of roles and reclass between battles to maximize their power. If you want to make the most of your team’s skills, you should definitely learn the abilities gained any time you graduate and equip a particular class. Powers like an increase in bow range are exceptionally useful, so to make sure you choose the correct classes, we’ve put together a list of all Class Abilities in Fire Emblem: Three Houses.

(Psst! Looking for the Class Mastery Bonuses? Click here for our guide to all of ‘em!)

All Class Abilities in Fire Emblem: Three Houses

All Class Abilities in Fire Emblem: Three Houses
Every class past Beginner comes with unique Class Abilities to use on the battlefield. © Nintendo

Not every class in Fire Emblem: Three Houses comes with a Class Ability, but most of them come with some benefit. Unlike each character’s Personal Ability, you’ll only get access to the Class Ability while you have that class equipped, so remember to swap back to a class if you want to use that ability once more. To reframe that, you lose the Class Ability any time you swap off from that class.

We’ve broken down our list below based on the class levels, so you can easily check the Class Abilities for the point of the game you’re up to. It should be noted that the Beginner classes have no Class Ability, so we haven’t listed them. Without further delay, here are all the Class Abilities in Fire Emblem: Three Houses:

Unique Class Abilities:

Class

Ability

Effect

Dancer

Dance

Allows an adjacent ally to move again.

Intermediate Class Abilities:

Class

Ability

Effect

Lord

Charm

When allies adjacent to unit enter combat, allies gain +3 Damage.

Mercenary

-

-

Thief

Steal

Can steal items from enemy units.

Locktouch

Unit can open locks and chests without keys.

Cavalier

Canto

After performing an action, unit can use their leftover movement.

Brigand

-

-

Armored Knight

-

-

Archer

Bowrange +1

Increase of range of Bows by 1.

Brawler

Unarmed Combat

Unit can fight without a weapon equipped.

Mage

Fire

Enables the use of Fire. If already learned, doubles the number of uses.

Dark Mage

Miasma △

Enables the use of Miasma △. If already learned, doubles the number of uses.

Heartseeker

Reduces Avoid of adjacent foes by 20.

Priest

Heal

Unit can use Heal. If it has already been learnt, the number of times it can be used is doubled.

White Magic Heal +5

White Magic heals +5 more HP.

Pegasus Knight

Canto

After performing an action, unit can use their leftover movement.

Avoid +10

Increases Avoid by 10.

Intermediate master class abilities in Fire Emblem: Three Houses
Reach Master Classes and you'll gain access to some incredibly powerful Class Abilities. © Nintendo

Advanced Class Abilities:

Class

Ability

Effect

Swordmaster

Swordfaire

Might +5 when a sword is equipped.

Sword Critical +10

Critical +10 when equipped with a sword.

Hero

Swordfaire

Might +5 when a sword is equipped.

Vantage

Always attack first when under 50% HP.

Assassin

Swordfaire

Might +5 when a sword is equipped.

Locktouch

Unit can open locks and chests without keys.

Stealth

Unit is less likely to be targeted by enemies.

Paladin

Canto

After performing an action, unit can use their leftover movement.

Lancefaire

Might +5 when a lance is equipped.

Terrain Resistance

Unit does not receive terrain damage.

Warrior

Axefaire

Might +5 when an axe is equipped

Axe Critical +10

Critical +10 when equipped with an axe.

Fortress Knight

Axefaire

Might +5 when an axe is equipped

Weight +5

The combined weight of equipment is reduced by 5.

Wyvern Rider

Canto

After performing an action, unit can use their leftover movement.

Axefaire

Might +5 when an axe is equipped

Sniper

Bowrange +1

Increase of range of Bows by 1.

Bowfaire

Might +5 when a bow is equipped.

Grappler

FistFaire

Might +5 when a gauntlet is equipped.

Unarmed Combat

Unit can fight without a weapon equipped.

Warlock

Black Tomefaire

Might +5 when Black Magic is equipped.

Black Magic Uses x2

Doubles the number of uses of Black Magic spells.

Dark Bishop

Miasma △

Enables the use of Miasma △. If already learned, doubles the number of uses.

Heartseeker

Reduces Avoid of adjacent foes by 20.

Fiendish Blow

MAG+6 when initiating attack.

Bishop

White Magic Uses x2

Doubles the number of uses of White Magic spells.

White Magic Heal +10

White Magic heals +10 more HP.

Terrain Resistance

Unit does not receive terrain damage.

Master Class Abilities in Fire Emblem: Three Houses
Class Abilities are useful, but the real game-changers in Fire Emblem: Three Houses are the Class Mastery bonuses. © Nintendo

Master Class Abilities:

Class

Ability

Effect

Mortal Savant

Swordfaire

Might +5 when a sword is equipped.

Black Tomefaire

Might +5 when Black Magic is equipped.

War Master

Axefaire

Might +5 when an axe is equipped

Fistfaire

Might +5 when a gauntlet is equipped.

Critical +20

Critical +20

Wyvern Lord

Canto

After performing an action, unit can use their leftover movement.

Axefaire

Might +5 when an axe is equipped

Avoid +10

Avoid +10

Great knight

Canto

After performing an action, unit can use their leftover movement.

Lancefaire

Might +5 when a lance is equipped.

Axefaire

Might +5 when an axe is equipped

Bow Knight

Canto

After performing an action, unit can use their leftover movement.

Bowfaire

Might +5 when a bow is equipped.

Bowrange +1

Increase of range of Bows by 1.

Dark Knight

Canto

After performing an action, unit can use their leftover movement.

Black Tomefaire

Might +5 when Black Magic is equipped.

Dark Tomefaire

Might +5 when Dark Magic is equipped.

Holy Knight

Canto

After performing an action, unit can use their leftover movement.

White Tomefaire

Might +5 when White Magic is equipped.

Terrain Resistance

Unit does not receive terrain damage.


Gremory

Black Magic Uses x2

Doubles the number of uses of Black Magic spells.

Dark Magic Uses x2

Doubles the number of uses of Dark Magic spells.

White Magic Uses x2

Doubles the number of uses of White Magic spells.

Falcon Knight

Canto

After performing an action, unit can use their leftover movement.

Lancefaire

Might +5 when a lance is equipped.

Avoid +10

Avoid +10

Those are all the Class Abilities in Fire Emblem: Three Houses. Feel free to check back with this list any time you want to plan which classes to train towards. Remember, you can also earn extra abilities and combat arts by completing the Class Mastery. Make sure you know the best ways to increase Class Mastery to get there as quickly as possible. For a different sort of help, why not take a look at our Tea Party guide or list of all Paralogues in Fire Emblem: Three Houses!

Associate Editor

Henry Stenhouse serves an eternal punishment as the Associate Editor of AllGamers. He spent his younger life studying the laws of physics, even going so far as to complete a PhD in the subject before video game journalism stole his soul. Confess your love of Super Smash Bros. via email at henry.stenhouse@allgamers.com, or catch him on Twitter.

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