Fire Emblem: Three Houses - Class List

List of different classes available in Fire Emblem: Three Houses. Classes are divided into categories based on their required levels.

Fire Emblem: Three Houses - Walkthrough and Strategy Guide

Classes

A list of different classes in Fire Emblem: Three Houses. Class abilities are tied to its respective class and disappear after each class change. A student must pass his/her certification exams to upgrade to the next class.

How to Pass Certification Exams

Trainee Classes

Trainee classes are accessible at the start of the game.

Class Icon Name of Class Proficiency Required Required Seal Class Abilities and Combat Arts Description
Commoner None None
  • Mastered Ability: HP +5
  • Access to low tier magic.
  • Balanced but has the lowest stats.
Noble None None
  • Mastered Ability: HP +5
  • Access to low tier magic.
  • Balanced but has the lowest stats.
Dancer
  • Sword: D or higher
  • Authority: D or higher
  • Unlockable through a Chapter 9 quest.
Dancer Seal
  • Starting Ability: Dance – allows an ally unit to perform another turn.
  • Mastered Ability: Special Dance
  • Only one character can be promoted and he/she must also win White Heron Cup
  • Not available to non-student characters except for Flayn (if you allow here to join Byleth’s class).
  • Access to magic.

Beginner Classes

Beginner classes are accessible once characters reached at least level 5.

Class Icon Name of Class Proficiency Required Required Seal Class Abilities and Combat Arts Description
Myrmidon Myrmidon
  • Sword: D or higher
Beginner Seal
  • Mastered Ability: Speed +2
  • Combat Arts: Swap
  • Especially swift, with high avoidance, the Myrmidon deftly wields the sword.
  • High Speed stat.
Soldier Class Soldier
  • Lance: D or higher
Beginner Seal
  • Mastered Ability: Defense +2
  • Combat Arts: Reposition
  • Skilled with a lance, the Soldier has a high degree of accuracy and precision.
  • High Magic Resistance, Speed, Skill, and Strength stats.
Fighter
  • Axe: D or higher
  • Bow: D or higher
  • Brawl: D or higher
Beginner Seal
  • Mastered Ability: Strength +2
  • Combat Arts: Shove
  • Proficiencies with the axe, the bow, and gauntlets, the Fighter has high strength, that translates to mighty blows.
  • High Strength stat.
Monk
  • Reason: D or higher
  • Faith: D or higher
Beginner Seal
  • Mastered Ability: Magic +2
  • Combat Arts: Draw Back
  • Well balanced, the Monk
  • High Magic Resistance stat.

Intermediate Classes

Intermediate classes are accessible once characters reached at least level 10.

Class Icon Name of Class Proficiency Required Required Seal Class Abilities and Combat Arts Description
Mercenary Class Mercenary
  • Sword: C or higher
  • Axe: D or higher

Intermediate Seal

  • Mastered Ability: Vantage – when foe initiates combat,  unit still attacks first if HP is less than or equal to 50%.
  • Strong and speedy- the Mercenary gets the job done.
  • High HP, Strength, and Speed stats.
Thief
  • Sword: C or higher
  • Bow: D or higher
Intermediate Seal
  • Starting Ability: Locktouch – allows unit to open doors and chests without keys.
  • Starting and Mastered Ability: Steal – allows unit to steal a non-weapon item from a foe with a lower Speed stat.
  • Skilled at opening locks, the Thief has excellent speed and dexterity.
  • High HP, Physical Strength, and Speed stats.
Armored Knight Class Armored Knight
  • Axe: C or higher
  • Heavy Armor: D or higher
  • Lance: D or higher
Intermediate Seal
  • Mastered Ability: Armored Blow
  • With high defense, this class holds the front lines and acts a shield.
  • High HP and Physical Defense stats.
Cavalier
  • Sword: D or higher
  • Lance: C or higher
  • Riding: D or higher
Intermediate Seal
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Mastered Ability: Desperation
  • A mighty opponent who battles on horseback, the Cavalier can move again after taking certain actions.
  • High Movement stat
Brigand
  • Axe: C or higher
  • Brawl: D or higher
Intermediate Seal
  • Mastered Ability: Death Blow
  • Strong and heavy, the Brigand wields axes and makes an exceptional front-line combatant.
  • High HP and Physical Strength stats.
Archer Class Archer
  • Bow: C or higher
  • Sword: D or higher
Intermediate Seal
  • Starting Ability: Bowrange +1 – increases bow range by +1
  • Mastered Ability: Hit +20
  • The Archer is proficient with the bow and has excellent dexterity and uncanny good luck.
  • High Skill stat.
Brawler Class Brawler
  • Brawl: C or higher
  • Axe: D or higher
Intermediate Seal
  • Starting and Mastered Ability: Unarmed Combat – allows unit to fight without a weapon.
  • Great for up close and personal encounters, this class fights using gauntlets.
  • High Speed stat.
  • Male characters only.
Mage
  • Reason: C or higher
  • Faith: D or higher
Intermediate Seal
  • Starting Ability: Fire – allows unit to cast Fire. If Fire is already available, then unit can cast it twice as often.
  • Mastered Ability: Fiendish Blow
  • Enemies with high physical defense are no match for a Mage, who can bend black magic to their will.
  • High Magic Resistance stat.
Dark Mage Class Dark Mage
  • Reason: C or higher
  • Faith: D or higher

Dark Seal

  • Starting Ability: Miasma Delta – allows unit to cast Miasma Delta. If Miasma Delta is already available, then unit can cast it twice as often.
  • Starting Ability: Heartseeeker – adjacent foes suffer -20 avoidance during combat.
  • Mastered Ability: Poison Strike
  • The Dark Mage shatters enemies with high physical defense using dark magic.
  • High Magic damage and Magic Resistance stats.
  • Male characters only.
Fire Emblem: Three Houses - Priest Class Icon Priest
  • Faith: C or higher
  • Reason: D or higher
Intermediate Seal
  • Starting Ability: Heal – allows unit to cast Heal. If Heal is already available, then unit can it twice often.
  • Starting Ability: White Magic Heal +5 – heal 5 extra HP when using white magic.
  • Mastered Ability: Miracle
  • The Priest is a versatile white-magic class who can use magic both to heal and attack.
  • High Magic Resistance stat.
Fire Emblem: Three Houses - Pegasus Knight Class Icon Pegasus Knight
  • Lance: C or higher
  • Flying: D or higher
  • Sword: D or higher
Intermediate Seal
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Starting Ability: Avoid +10 – increase avoidance by +10.
  • Mastered Ability: Darting Blow
  • Combat Arts: Triangle Attack
  • An airborne knight with high defense against magic but a weakness to arrows, this class can move again after taking certain actions.
  • Female characters only.
  • High Magic Resistance stat.
  • Weak to Bow damage.

Advanced Classes

Advanced classes are accessible once characters reached at least level 20.

Class Icon Name of Class Proficiency Required Required Seal Class Abilities and Combat Arts Description
Fire Emblem: Three Houses - Hero Class Icon Hero
  • Sword: B or higher
  • Axe: C or higher

Advanced Seal

  • Starting Ability: Swordfaire – grants Might/Attack +5 when using an sword.
  • Starting Ability: Vantage – when foe initiates combat,  unit still attacks first if HP is less than or equal to 50%.
  • Mastered Ability: Defiant Strength
  • A master of combat, the Hero has high strength and speed.
  • Higher Physical Strength and Speed stats.
  • Male characters only.
Fire Emblem: Three Houses - Fortress Class Icon Fortress Knight
  • Axe: B or higher
  • Heavy Armor: B or higher
  • Lance: D or higher

Advanced Seal

  • Starting Ability: Axefaire – grants Might/Attack +5 when using an axe.
  • Starting Ability: Weight -5 – reduces total equipment weight by -5.
  • Mastered Ability: Pavise
  • Trading speed for staying power, this heavily armored unit has a staggering defense.
  • Higher Physical Defense stat.
Fire Emblem: Three Houses - Paladin Class Icon Paladin
  • Lance: B or higher
  • Riding: B or higher
  • Sword: D or higher
Advanced Seal
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Starting Ability: Lancefaire – grants Might/Attack +5 when using a lance.
  • Starting Ability: Terrain Resistance – nullifies damage from terrain.
  • Mastered Ability: Aegis
  • An esteemed knight with a balance of high strength, defense, and resistance, this class can move again after taking certain actions.
  • Higher Physical Strength, Physical Defense, and Magic Resistance stats.
Fire Emblem: Three Houses - Grappler Class Icon Grappler
  • Brawl: A or higher
Advanced Seal
  • Starting Ability: Fistfaire – grants Might/Attack +5 when brawling.
  • Starting Ability: Unarmed Combat – allows unit to fight without a weapon.
  • Mastered Ability: Tomebreaker
  • Combat Arts: Fierce Iron Fist
  • A master of hand-to-hand combat, the grappler mows down enemies with rapid blows.
  • Higher speed and skill stats.
  • Male characters only.
Fire Emblem: Three Houses - Warlock Class Icon Warlock
  • Reason: A or higher
  • Faith: D or higher
Advanced Seal
  • Starting Ability: Black Tomefaire – grants Might/Attack +5 when using black magic.
  • Starting Ability: Black Magic Use x2 – doubles the number of uses for black magic.
  • Mastered Ability: Bowbreaker
  • A black-magic specialist, the Warlock decimates enemies with high physical defense.
  • Higher Magic damage and Magic Resistance stats.
Fire Emblem: Three Houses - Bishop Class Icon Bishop
  • Faith: A or higher
  • Reason: D or higher
Advanced Seal
  • Starting Ability: White Magic Use x2 – doubles the number of uses for white magic.
  • Starting Ability: White Magic Recovery +10 – heal 10 extra HP when using white magic.
  • Starting Ability: Terrain Resistance – nullifies damage from terrain.
  • Mastered Ability: Renewel
  • A white-magic specialist, this versatile class can use magic to either heal or attack.
  • Higher Magic Resistance stats.
Fire Emblem: Three Houses - Dark Bishop Icon Dark Bishop
  • Reason: A or higher
  • Faith: D or higher
Dark Seal
  • Starting Ability: Miasma Delta – allows use of Miasma Delta. If already learned, doubles number of uses.
  • Starting Ability: Hex – grants all enemies adjacent to the user -20 Avoid during combat.
  • Starting Ability: Demon Blow – When user initiates combat, Magic +6.
  • Mastered Ability: Lifetaker
  • Higher Magic damage, Magic Resistance, and Skill.
  • Deals better damage to High Physical Defense enemies.
  • For male characters only.
  • Dark Mage class qualification required.
Fire Emblem: Three Houses - Wyvern Rider Class Icon Wyvern Rider
  • Axe: B or higher.
  • Flying: C or higher.
Advanced Seal
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Starting Ability: Axefaire – grants Might/Attack +5 when using an axe.
  • Mastered Ability: Seal Defense
  • An airborne knight with overall high stats but a weakness to bows and magic, this class can move again after taking certain actions.
Fire Emblem: Three Houses - Sword Master Class Icon Swordmaster
  • Sword: A or higher.
Advanced Seal
  • Starting Ability: Swordfaire – grants Might/Attack +5 when using a sword.
  • Starting Ability: Sword Critical +10 – grants +10 Crit when using a sword.
  • Combat Arts: Astra
  • A master in the way of the sword, this class strikes with speed and grace.
  • Higher Physical Strength and Speed stats.
Fire Emblem: Three Houses - Assassin Class Icon Assassin
  • Sword: B or higher.
  • Bow: C or higher.
Advanced Seal
  • Starting Ability: Swordfaire – Grants Might/Attack +5 when using a sword.
  • Starting Ability: Locktouch – allows unit to open doors and chests without keys.
  • Starting Ability: Stealth – makes it more difficult for foes to target unit.
  • Mastered Ability: Lethality
  • Combat Arts: Assassinate
  • A killer who thieves in the shadows, the Assassin has excellent speed and dexterity.
  • Higher Speed and Skill stats.
Fire Emblem: Three Houses - Warrior Class Icon Warrior
  • Axe: A or higher.
Advanced Seal
  • Starting Ability: Axefaire – grants Might/Attack +5 when using an axe.
  • Starting Ability: Axe Critical +10 – grants +10 Crit when using an axe.
  • Mastered Ability: Wrath
  • The Warrior is a versatile combatant boasting high health and unmatched strength.
  • Higher Physical Strength and HP stats.
Fire Emblem: Three Houses - Sniper Class Icon Sniper
  • Bow: A or higher.
Advanced Seal
  • Starting Ability: Bowrange +1 – increases bow range by +1.
  • Starting Ability: Bowfaire – grants Might/Attack +5 when using a bow.
  • Mastered Ability: Hunter’s Volley
  • The Sniper is a master of the bow with high dexterity who excels at taking enemies out from afar.
  • Higher Physical Strength and Skill stats.

Master Classes

Class Icon Name of Class Proficiency Required Required Seal Class Abilities and Combat Arts Description
Falcon Knight
  • Sword: C or higher.
  • Lance: A or higher.
  • Flying: B+ or higher.

Master Seal

  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Starting Ability: Lancefaire – grants Might/Attack +5 when using a lance.
  • Starting Ability: Avoid +10 – increase avoidance by +10.
  • Mastered Ability: Defiant Avoidance
  • Riding aloft, the knight is weak to arrows with high defense against magic. This class can move again after taking certain actions.
  • For female characters only.
  • Higher Magic Resistance stat.
Wyvern Lord
  • Lance: C or higher.
  • Axe: A or higher.
  • Flying: A or higher.
Master Seal
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Starting Ability: Axefaire – grants Might/Attack +5 when using an axe.
  • Starting Ability: Avoid +10 – increase avoidance by +10.
  • Mastered Ability: Defiant Crit
  • An experienced wyvern handler with high stats but a weakness to bows and magic, this class can move again after taking certain actions.
Mortal Savant
  • Sword: A or higher.
  • Reason: B+ or higher.
Master Seal
  • Starting Ability: Swordfaire – grants Might/Attack +5 when using a sword.
  • Starting Ability: Black Tomefaire – grants Might/Attack +5 when using black magic.
  • Mastered Ability: Warding Blow
  • A master who casts powerful magic and wields a sword with confidence and poise, the Mortal Savant is a force to be reckoned with.
  • Access to magic.
  • High sword and Magic damage stats.
Great Knight
  • Axe: B+ or higher.
  • Heavy Armor: A or higher.
  • Riding: B+ or higher.
Master Seal
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Starting Ability: Lancefaire – grants Might/Attack +5 when using a lance.
  • Starting Ability: Axefaire – grants Might/Attack +5 when using an axe.
  • Mastered Ability: Defiant Defense
  • The heavily armored Great Knight has high defense while retaining mobility. This class can move again after taking certain actions.
  • Higher Physical Defense stat.
Bow Knight
  • Lance: C or higher.
  • Bow: A or higher.
  • Riding: A or higher.
Master Seal
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Starting Ability: Bowfaire – grants Might/Attack +5 when using a bow.
  • Starting Ability: Bowrange +2 – increases bow range by +2.
  • Mastered Ability: Defiant Speed
  • A graceful archer mounted upon a mighty steed, this class can move again after taking certain actions.
  • Higher Physical Strength, Skill and Movement stats.
Dark Knight
  • Lance: C or higher.
  • Reason: B+ or higher.
  • Riding: A or higher.
Master Seal
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Starting Ability: Black Tomefaire – grants Might/Attack +5 when using black magic.
  • Starting Ability: Dark Tomefaire – grants Might/Attack +5 when using dark magic.
  • Mastered Ability: Seal Resistance
  • A mysterious knight versed in black magic, this class can move again after taking certain actions.
  • Access to magic.
Holy Knight
  • Lance: C or higher.
  • Faith: B+ or higher.
  • Riding: A or higher.
Master Seal
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Starting Ability: White Tomefaire – grants Might/Attack +5 when using white magic.
  • Starting Ability: Terrain Resistance – nullifies damage from terrain.
  • Mastered Ability: Defiant Resistance
  • A blessed knight versed in white magic, this class can move again after taking certain actions.
  • Access to magic.
War Master
  • Axe: A or higher.
  • Brawl: A or higher.
Master Seal
  • Starting Ability: Fistfaire – grants Might/Attack +5 when brawling.
  • Starting Ability: Axefaire – grants Might/Attack +5 when using an axe.
  • Starting Ability: Crit +20 – increases crit by +20.
  • Mastered Ability: Quick Reposte
  • Combat Arts: War Master’s Strike
  • A master of the axe and hand-to-hand combat, the War Master pulverizes enemies with massive strength.
  • For male characters only.
Gremory
  • Reason: A or higher.
  • Faith: A or higher.
Master Seal
  • Starting Ability: Black Magic Uses x2 – doubles the number of uses for black magic.
  • Starting Ability: Dark Magic Uses x2 – doubles the number of uses for dark magic.
  • Starting Ability: White Magic Uses x2 – doubles the number of uses for white magic.
  • Mastered Ability: Defiant Magic
  • An expert in all forms of magic, the Gremory casts asunder any enemies with high physical defense.
  • For female characters only.
  • Deals better damage to High Physical Defense enemies.

Exclusive Classes

Class Icon Name of Class Proficiency Required Required Seal Class Abilities and Combat Arts Description
Lord Class Lord
  • Sword: D or higher
  • Lance: D or higher
  • Authority: C or higher

Intermediate Seal

  • Starting Ability: Charm – adjacent allies deal 3 extra damage during combat.
  • Mastered Ability: Resistance +2
  • Combat Arts: Subdue
  • A noble and powerful leader, this class excels at wielding a sword and has a high degree of authority.
  • Exclusive to Edelgard, Dimitri, and Claude.
  • High HP, Skill, and Speed stats.
Armored Lord
  • Axe: D or higher
  • Authority: D or higher
  • Heavy Armor: D or higher
Automatically obtained in Edelgard route part 2
  • Starting Ability: Axefaire – grants Might/Attack +5 when using an axe.
  • Starting Ability: Charm – adjacent allies deal 3 extra damage during combat.
  • Mastered Ability: Pomp and Circumstance
  • Exclusive to Edelgard only.
  • Strong Authority and Axe proficiency.
High Lord
  • Lance: D or higher
  • Authority: D or higher
  • Riding: D or higher
Automatically obtained in Dimitri route part 2
  • Starting Ability: Lancefaire – grants Might/Attack +5 when using a lance.
  • Starting Ability: Charm – adjacent allies deal 3 extra damage during combat.
  • Mastered Ability: Pomp and Circumstance
  • Exclusive to Dimitri only
  • Strong Authority and Lance proficiency.
Wyvern Master
  • Bow: D or higher
  • Authority: D or higher
  • Flying: D or higher
Automatically obtained in Claude route part 2
  • Starting Ability: Bowfaire – grants Might/Attack +5 when using a bow.
  • Starting Ability: Charm – adjacent allies deal 3 extra damage during combat.
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Mastered Ability: Pomp and Circumstance
  • Exclusive to Claude only
  • Strong Authority and Bow proficiency.
Emperor
  • Axe: D or higher
  • Authority: D or higher
  • Heavy Armor: D or higher
Automatically obtained in Edelgard route part 2
  • Starting Ability: Axefaire – grants Might/Attack +5 when using an axe.
  • Starting Ability: Charm – adjacent allies deal 3 extra damage during combat.
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Combat Arts: Flickering Power
  • Exclusive to Edelgard only
  • Accessible after Edelgard acquires the twin-headed eagle heavy armor.
Great Lord
  • Lance: D or higher
  • Authority: D or higher
  • Riding: D or higher
Automatically obtained in Dimitri route part 2
  • Starting Ability: Lancefaire – grants Might/Attack +5 when using a lance.
  • Starting Ability: Charm – adjacent allies deal 3 extra damage during combat.
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Combat Arts: Paraselene
  • Exclusive to Dimitri only
  • Accessible after Dimitri acquires the Battle Gear of the King of Lions from Rodrigue during the main story.
Barbarossa
  • Bow: D or higher
  • Authority: D or higher
  • Flying: D or higher
Automatically obtained in Claude route part 2
  • Starting Ability: Bowfaire – grants Might/Attack +5 when using a bow.
  • Starting Ability: Charm – adjacent allies deal 3 extra damage during combat.
  • Starting Ability: Canto / Move Again – allows the unit to move again after completing certain actions if there is movement remaining.
  • Combat Arts: Wind God
  • Exclusive to Claude only
  • Accessible after Claude acquires the Silk Dragon Armor from Nardel during the main story.
  • In the tradition of Almyra, Claude wields a bow while riding the skies on his wyvern. He can move again after taking certain actions.
Enlightened One
  • Sword: D or higher
  • Brawl: D or higher
  • Faith: D or higher
  • Authority: D or higher
Automatically obtained in Chapter 11
  • Starting Ability: Swordfaire – grants Might/Attack +5 when using a sword.
  • Starting Ability: Terrain Resistance – unit does not receive terrain damage.
  • Master Ability: Sacred Power – allies who are adjacent will deal extra damage and receive -3 less damage from combat.
  • Exclusive to Byleth only.
  • A holy one, blessed by the goddess herself, this wielder of magic has high overall stats.
  • High overall stats and uses magic.
  • Experience Bonuses: Sword +3, Brawl +2. Faith +3, Authority +3
Archbishop Coming Soon Automatically obtained by Rhea in all routes
  • Starting Ability: Charm – adjacent allies deal 3 extra damage during combat.
  • Starting Ability: Commander
  • Starting Ability: Terrain Resistance – unit does not receive terrain damage.
  • Exclusive to Rhea only.

Fire Emblem: Three Houses Recommended Article List

▼Top Page Articles
Walkthroughs Characters Classes
Beginner Guides Strategy Guides Game Database
Best Characters Best Classes Professor Levels
Dialogue Choices Lecture Room Advice Box
Tea Party Topics Favorite Gifts Lost Items
▼Popular Guides
Recommended Classes Tea Party Topics Lysithea Tea Party Guide
Dancer Class Tea Party Guide Dorothea Tea Party Guide
List of Characters Ingrid Tea Party Guide Recommended Characters to Recruit
List of Paralogue Battles Petra Tea Party Guide Marianne Tea Party Guide
▼Popular Tea Party Guides
Lysithea von Ordelia Dorothea Arnault Ingrid Brandol Galatea
Petra Macneary Marianne von Edmund Hilda Valentine Goneril
Shamir Nevrand Bernadetta von Varley Claude von Riegan
Edelgard von Hresvelg Leonie Pinelli Felix Fraldarius

Leave a Reply



4 Comments

  1. Dancer is unlocked through a quest in Chapter 9, has no certification requirements and can be unlocked by any student male or female. Not available to non-students (Manuela, Flayn, etc)