Fire Emblem Three Houses: Class Abilities
Each class has 3 special skills that can be unlocked once a certain level is reached. It will certainly be wise to unlock several classes for each character in order to unlock their full potential.
Skill |
Effect |
Class |
---|---|---|
When allies adjacent to unit enter combat, allies gain +3 Damage. |
Lord |
|
After performing an action, user can use their leftover movement. |
Cavalier |
|
User can fight without a weapon equipped. |
Brawler |
|
Enables the use of Fire. If already learned, doubles the number of uses. |
Mage |
|
Enables the use of Miasma △. If already learned, doubles the number of uses. |
Dark Mage |
|
Reduces Avoid of adjacent foes by 20. |
Dark Mage |
|
Unit can steal non-weapon items from enemies with lower Spd than self. |
Thief |
|
Unit can open locks and chests without keys. |
Thief |
|
Increases Avoid by 10. |
Pegasus Knight |
|
Increases range of Bows by 1. |
Archer |
|
Increases range of Bows by 2. |
Bow Knight |
|
Unit can use Heal. If it has already been learnt, the number of times it can be used is doubled. |
Priest |
|
White Magic heals +5 more HP. |
Priest |
|
White Magic heals +10 more HP. |
Bishop |
|
Might +5 when a sword is equipped. |
Hero |
|
Might +5 when an axe is equipped. |
Fortress Knight |
|
Might +5 when a lance is equipped. |
Paladin |
|
Might +5 when a bow is equipped. |
Sniper |
|
Might +5 when a gauntlet is equipped. |
Grappler |
|
Might +5 when Black Magic is equipped. |
Warlock |
|
Might +5 when Dark Magic is equipped. |
Dark Knight |
|
Might +5 when White Magic is equipped. |
Holy Knight |
|
Always attack first when under 50% HP. |
Hero |
|
The combined weight of equipment is reduced by 5. |
Fortress Knight |
|
Unit does not receive terrain damage. |
Paladin |
|
Doubles the number of uses of Black Magic spells. |
Warlock |
|
Doubles the number of uses of Dark Magic spells. |
Gremory |
|
Doubles the number of uses of White Magic spells. |
Bishop |
|
Critical +10 when equipped with a sword. |
Swordmaster |