| Actor | FR | Actor | - | +1 in Cha., advantage on Deception and Performance checks, mimic the speech of a person or the sounds made by a creature. | Player's Handbook |
| Alert | FR | Alert | - | +5 to initiative, you can't be surprised, and creatures you don't see don't gain advantage on attack roll against you. | Player's Handbook |
| Athlete | FR | Athlete | - | +1 in Str. or Dex., you stand up and climb more quickly, and you can jump with only a 5-ft run. | Player's Handbook |
| Charger | FR | Charger | - | As part of the Dash action you can make a melee attack with a +5 bonus if you move at least 10 ft before. | Player's Handbook |
| Crossbow Expert | FR | Crossbow Expert | - | You ignore the loading property of crossbows and don't have disadvantage for being in contact with a creature when you shoot. | Player's Handbook |
| Defensive Duelist | FR | Defensive Duelist | Dexterity 13 or higher | You can add your proficiency bonus to your AC if you are wielding a finesse weapon, in reaction to a melee attack. | Player's Handbook |
| Dual Wielder | FR | Dual Wielder | - | +1 to AC if you're wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons. | Player's Handbook |
| Dungeon Delver | FR | Dungeon Delver | - | Advantage to Perception and Investigation checks, to saving throws vs traps, and search for traps at normal pace. | Player's Handbook |
| Durable | FR | Durable | - | +1 in Con. and for each Hit Dice you regain a minimum of hit points equals to 2 x your Constitution modifier. | Player's Handbook |
| Elemental Adept | FR | Elemental Adept | The ability to cast at least one spell | Your spells ignore resistance to a damage type (acid, cold, fire, lightning, or thunder) and treat any 1 in damage as a 2. | Player's Handbook |
| Grappler | FR | Grappler | Strength 13 or higher | You have advantage on attack rolls when grappling, and can try to restrained a creature grappled by you. | Player's Handbook (SRD) |
| Great Weapon Master | FR | Great Weapon Master | - | Extra attack after a melee critical hit and you can choose to take -5 to attack roll to add +10 to damage with an heavy weapon. | Player's Handbook |
| Healer | FR | Healer | - | You can stabilize a creature and restore it to 1 hp, or restore [1d6+4+its number of Hit Dice] hp to it. | Player's Handbook |
| Heavily Armored | FR | Heavily Armored | Proficiency with medium armor | +1 in Str. and you gain proficiency with heavy armor. | Player's Handbook |
| Heavy Armor Master | FR | Heavy Armor Master | Proficiency with heavy armor | +1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing an heavy armor. | Player's Handbook |
| Inspiring Leader | FR | Inspiring Leader | Charisma 13 or higher | Up to 6 creatures within 30 ft of you can gain temporary hp equal to your level + your Cha. modifier. | Player's Handbook |
| Keen Mind | FR | Keen Mind | - | +1 in Int., you know which way is north, when is the next sunrise/sunset, and recall any events within the past month. | Player's Handbook |
| Lightly Armored | FR | Lightly Armored | - | +1 in Str. or Dex. and you gain profociency with light armor. | Player's Handbook |
| Linguist | FR | Linguist | - | +1 in Int., you learn three languages, and you can ably create ciphers. | Player's Handbook |
| Lucky | FR | Lucky | - | You can reroll one d20 or force to reroll an attack roll against you (3/long rest). | Player's Handbook |
| Mage Slayer | FR | Mage Slayer | - | You can use a reaction to make a melee attack against a spellcaster and advantage on saving throws against spell within 5 ft. | Player's Handbook |
| Magic Initiate | FR | Magic Initiate | - | You learn two cantrips and one 1st-level spell from one class. | Player's Handbook |
| Martial Adept | FR | Martial Adept | - | You learn two maneuvers from Battle Master archetype and gain one superiority die (d6). | Player's Handbook |
| Medium Armor Master | FR | Medium Armor Master | Proficiency with medium armor | No disadvantage to Stealth checks wearing medium armor and Dexterity bonus max to +3 instead of +2. | Player's Handbook |
| Mobile | FR | Mobile | - | Your speed increase by 10 ft, you can Dash on difficult terrain without malus, and don't provoke opportunity attacks in melee. | Player's Handbook |
| Moderately Armored | FR | Moderately Armored | Proficiency with light armor | +1 in Str. or Dex. and you gain proficiency with medium armor and shields. | Player's Handbook |
| Mounted Combatant | FR | Mounted Combatant | - | Advantage on melee attacks against unmounted creature and force an attack to target you instead of your mount. | Player's Handbook |
| Observant | FR | Observant | - | +1 in Int. or Wis., you can read on lips, and you have a +5 bonus in passive Perception and passive Investigation. | Player's Handbook |
| Polearm Master | FR | Polearm Master | - | You can make an extra attack with a polearm weapon, and make an opportunity attack if a creature enter your reach. | Player's Handbook |
| Resilient | FR | Resilient | - | +1 in one ability and you gain proficiency in saving throws using this ability. | Player's Handbook |
| Ritual Caster | FR | Ritual Caster | Intelligence or Wisdom 13 or higher | You have a ritual book with two 1-st level ritual spells from one class and you can later on add other ritual spells you found. | Player's Handbook |
| Savage Attacker | FR | Savage Attacker | - | You can reroll melee weapon attack damage once per turn. | Player's Handbook |
| Sentinel | FR | Sentinel | - | A successful OA reduce creature's speed to 0 for this turn and possibility to make an OA even if the ennemy take Disengage. | Player's Handbook |
| Sharpshooter | FR | Sharpshooter | - | Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage. | Player's Handbook |
| Shield Master | FR | Shield Master | - | Attack also allows to shove, shield bonus to Dex. saving throws againts spells, and no 1/2 damage on successful saving throw. | Player's Handbook |
| Skilled | FR | Skilled | - | You gain proficiency with three skills or tools. | Player's Handbook |
| Skulker | FR | Skulker | Dexterity 13 or higher | Ranged weapon attack doesn't reveal your position and possibility to hide in a lighlly obscured area. | Player's Handbook |
| Spell Sniper | FR | Spell Sniper | The ability to cast at least one spell | Offensive spell's range doubled, these spells ignore some cover, and you learn one offensive cantrip. | Player's Handbook |
| Tavern Brawler | FR | Tavern Brawler | - | +1 in Str. or Con., proficiency with improvised weapons, d4 for unarmed strike, and grapple with a bonus action. | Player's Handbook |
| Tough | FR | Tough | - | Your hit point maximum increases by an amount equal to twice your level then by +2 at each level. | Player's Handbook |
| War Caster | FR | War Caster | The ability to cast at least one spell | You have advantage on saving throws to maintain concentration and you can cast some spells as part of an OA with a reaction. | Player's Handbook |
| Weapon Master | FR | Weapon Master | - | +1 in Str. or Dex. and you gain proficiency with four weapons. | Player's Handbook |