This page lists all the abilities equipable by reclassing in Fire Emblem: Three Houses. Check out our class ability list to be able to plan out your unit's class advancements.
Class Abilities are abilities that are equipped to the available classes in the game. The list below shows all abilities that are unique to each class.
|Charm||Adjacent allies deal 3 extra damage during combat.
|Canto||Allows unit to move again after completing certain actions, if there is movement remaining
|Unarmed Combat||Fight without a weapon.
Unarmed Combat Classes
|Fire||Allows unit to cast Fire. If Fire is already available, then unit can cast it twice as often.
|Miasma Δ||Allows unit to cast Miasma Δ. If Miasma Δ is already available, then unit can cast it twice as often.
Miasma Δ Classes
|Heartseeker||Adjacent foes suffer Avo -20 during combat.
|Steal||Allows a unit to steal a non-weapon item from a foe with a lower Spd stat.
|Locktouch||Allows unit to open doors and chests without keys.
|Avo +10||Increases Avo by 10.
Avo +10 Classes
|Bowrange +1||Increases bow range by 1.
Bowrange +1 Classes
|Bowrange +2||Increases bow range by 2.
Bowrange +2 Classes
|Heal||Allows unit to cast Heal. If Heal is already available, then unit can cast it twice as often.
|White Magic Heal +5||Heal 5 extra HP when using white magic.
White Magic Heal +5 Classes
|White Magic Heal +10||Heal 10 extra HP when using white magic.
White Magic Heal +10 Classes
|Swordfaire||Grants +5 Atk when using a sword.
|Axefaire||Grants +5 Atk when using an axe.
|Lancefaire||Grants +5 Atk when using a lance.
|Bowfaire||Grants +5 Atk when using a bow.
|Fistfaire||Grants +5 Atk when brawling.
|Black Tomefaire||Grants +5 Atk when using black magic.
Black Tomefaire Classes
|Dark Tomefaire||Grants +5 Atk when using dark magic.
Dark Tomefaire Classes
|White Tomefaire||Grants +5 Atk when using white magic.
White Tomefaire Classes
|Vantage||When foe initiates combat, unit still attacks first if HP is ≤ 50%.
|Weight -5||Reduces total equipment weight by 5.
Weight -5 Classes
|Terrain Resistance||Nullifies damage from terrain.
Terrain Resistance Classes
|Black Magic Uses x2||Doubles the number of uses for black magic.
Black Magic Uses x2 Classes
|Dark Magic Uses x2||Doubles the number of uses for dark magic.
Dark Magic Uses x2 Classes
|White Magic Uses x2||Doubles the number of uses for white magic.
White Magic Uses x2 Classes
|Sword Crit +10||Grants +10 Crit when using a sword.
Sword Crit +10 Classes
|Stealth||Makes it more difficult for foes to target unit.
|Axe Crit +10||Grants +10 Crit when using an axe.
Axe Crit +10 Classes
|Crit +20||Increases Crit by 20.
Crit +20 Classes
|Fiendish Blow||If unit initiates combat, grants Mag +6 during combat.
Fiendish Blow Classes
|Lucky Seven||Each turn, grants +5 to one of the following stats: Str, Mag, Spd, Def, Res, Hit, or Avo.
Lucky Seven Classes
|Transmute||If unit is hit with a magic attack during enemy phase, grants +3 to all stats until next player phase ends.
|Black Magic Range +1||Increases black magic range by 1.
Black Magic Range +1 Classes
|Dark Magic Range +1||Increases dark magic range by 1.
Dark Magic Range +1 Classes
|Personal Abilities||Class Abilities|
|Skill Mastery Abilities||Class Mastery Abilities|
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