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

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. |

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:
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!