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 |
|---|---|---|
Charm |
When allies adjacent to unit enter combat, allies gain +3 Damage. |
Lord |
Canto |
After performing an action, user can use their leftover movement. |
Cavalier |
Unarmed Combat |
User can fight without a weapon equipped. |
Brawler |
Fire |
Enables the use of Fire. If already learned, doubles the number of uses. |
Mage |
Miasma △ |
Enables the use of Miasma △. If already learned, doubles the number of uses. |
Dark Mage |
Heartseeker |
Reduces Avoid of adjacent foes by 20. |
Dark Mage |
Steal |
Unit can steal non-weapon items from enemies with lower Spd than self. |
Thief |
Locktouch |
Unit can open locks and chests without keys. |
Thief |
Avoid +10 |
Increases Avoid by 10. |
Pegasus Knight |
Bowrange +1 |
Increases range of Bows by 1. |
Archer |
Bowrange +2 |
Increases range of Bows by 2. |
Bow Knight |
Heal |
Unit can use Heal. If it has already been learnt, the number of times it can be used is doubled. |
Priest |
White Magic Heal +5 |
White Magic heals +5 more HP. |
Priest |
White Magic Heal +10 |
White Magic heals +10 more HP. |
Bishop |
Swordfaire |
Might +5 when a sword is equipped. |
Hero |
Axefaire |
Might +5 when an axe is equipped. |
Fortress Knight |
Lancefaire |
Might +5 when a lance is equipped. |
Paladin |
Bowfaire |
Might +5 when a bow is equipped. |
Sniper |
Fistfaire |
Might +5 when a gauntlet is equipped. |
Grappler |
Black Tomefaire |
Might +5 when Black Magic is equipped. |
Warlock |
Dark Tomefaire |
Might +5 when Dark Magic is equipped. |
Dark Knight |
White Tomefaire |
Might +5 when White Magic is equipped. |
Holy Knight |
Vantage |
Always attack first when under 50% HP. |
Hero |
Weight -5 |
The combined weight of equipment is reduced by 5. |
Fortress Knight |
Terrain Resistance |
Unit does not receive terrain damage. |
Paladin |
Black Magic Use x2 |
Doubles the number of uses of Black Magic spells. |
Warlock |
Dark Magic Use x2 |
Doubles the number of uses of Dark Magic spells. |
Gremory |
White Magic Use x2 |
Doubles the number of uses of White Magic spells. |
Bishop |
Sword Critical +10 |
Critical +10 when equipped with a sword. |
Swordmaster |
Axe Critical +10 |
Critical +10 when equipped with an axe. |
Warrior |
Critical +20 |
Critical +20 |
War Master |
Fiendish Blow |
MAG+6 when initiating attack. |
Dark Bishop |




