See [5e.tools] Players Handbook (p. 165) and Tasha’s Cauldron of Everything (p. 79).
(Maybe Xanathar’s Guide (Racial Feats) p. 73 / GMBinder).
No Lucky Feat. Removed.
You have undergone extensive physical training:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn’t cost you extra movement.
Your jump distance is doubled, and your carry capacity is as if you were one size larger.
The short range and the long range of the weapons you throw are doubled.
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
Advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can use your Bonus Action to command your mount to take any action listed under its stat block.
You can force an attack targeted at you or your mount to target the other instead.
If your mount has to make a Dexterity saving throw, you can roll your Animal Handling against the saving DC. Success takes no damage if it would normally result in half damage.
Prerequisite: Strength or Dexterity 13 or higher and you can select this feat multiple times.
You have practiced extensively with a variety of weapons:
You gain proficiency with light armor and all simple weapons.
You gain proficiency with all martial weapons. If you already are proficient with one or more martial weapons, you can instead choose to increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
You learn one (different) Fighting Style option of your choice from the Fighter class.
Prerequisite: Dexterity 13 or higher
Thanks to extensive practice with the crossbow:
You gain the Archery Fighting Style, or increase your Dexterity score by 1, to a maximum of 20.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
You ignore the loading quality of ranged weapons in which you are proficient (reload with a free hand).
You can use a loaded hand crossbow to in two-weapon fighting, using a Bonus Action to attack with it.
Increase your Strength or Constitution score by 1, to a maximum of 20.
(1/turn) Dealing bludgeoning damage to a creature no more than one size larger than you, can move it 5 ft to an unoccupied square.
(Critical hit w/ bludgeoning damage) All attacks vs. that target are made with Advantage until the start of your next turn.
Prerequisite: Strength or Dexterity 13 or higher
You have mastered fighting with two weapons,
gaining the Dual-wielding or Light Weapons Fighting Style, or alternately can increase your Strength or Dexterity score by 1, to a maximum of 20.
You may draw or stow two one-handed weapons when you normally would only be able to draw or stow one.
You may use two-weapon fighting with non-Light weapons if you have Strength 15+ (17+ if one weapon is Heavy, and 19+ if both are Heavy).
Wielding a melee weapon in each hand:
gain +1 AC bonus against melee attacks,
during the Action on your turn, you may feint-attack combining an attack from each hand (2 attacks) to gain (1) attack with Advantage from hand of choice.
Prerequisite: Dexterity 13 or higher
You have learned to use single one-handed weapons to great effect.
You gain the Dueling Fighting Style, or increase your Strength or Dexterity score by 1, to a maximum of 20.
As long as you are wielding only a single one-handed weapon with which you are proficient and no shield, you gain the following benefits:
As a Bonus Action or as a replacement for one of your attacks, you can give yourself advantage on your next melee weapon attack roll on the current turn.
When another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Prerequisite: Strength 13 or higher
You' have developed the skills necessary to hold your own in close-quarters grappling:
You gain the Brawling Fighting Style, or increase your Strength score by 1, to a maximum of 20.
You can Shove a creature Grappled by you as a Bonus Action.
You can Grapple creatures that are two sizes bigger than you.
You have advantage on attack rolls against creatures you have successfully grappled.
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor:
You gain proficiency with heavy armor. If you already are proficient with heavy armor, increase your Strength or Constitution score by 1, to a maximum of 20.
You can ignore the Strength requirement of heavy armor.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage you take is reduced by 3.
(At the DM's option this may also apply to independent dice in a "swarm" type attack).
You may use your Reaction to "Gird" in response to taking bludgeoning, piercing, slashing (or acid, cold, fire, force, necrotic, poison, radiant, thunder) damage (not lightning)
(until the start of your next turn) for the triggering attack and other damaging attacks of the listed types:
add your proficiency bonus to the reduction of 3
your Move is limited to at most 5 feet
automatically fail Dexterity saving throws
your next turn's options are limited to Dodge, Disengage, or (Fighting Style) Defensive Stance.
Prerequisite: Strength 13 or higher
You've learned to put the weight of your weapon to your advantage, letting its momentum empower your strikes:
You gain the Great Weapon Fighting Style or increase your Strength score by 1, to a maximum of 20.
When using a heavy weapon or a weapon wielded with two hands, when you reduce a creature to 0 hit points or score a critical hit, you can make one additional attack as a bonus action.
Before making a melee attack using a weapon you are wielding in two hands, you may take a -5 penalty to the attack roll, and if it hits you add +10 to the attack’s damage.
You have practiced techniques useful in close combat against spellcasters:
When a creature within 20 feet of you casts a spell, you can use your reaction to make a weapon attack against that creature (provided the creature is within reach of your attack). If the attack hits, in addition to the attack’s normal effects:
you impose disadvantage on the spell's attack roll,
or the targets of the spell gain advantage on any saving throw they must make to withstand the spell.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Prerequisite: Strength or Dexterity 13 or higher
You have martial training that allows you to perform special combat maneuvers:
You learn three maneuvers of your choice from among those available to Battle Masters.
If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
If you already have superiority dice, you gain two more; otherwise, you have two superiority dice. All your superiority dice are d6s (unless they are better). These dice are used to fuel your maneuvers. You regain your expended superiority dice when you finish a short or long rest.
Prerequisite: Proficiency with light armor
You have trained to master the versatility granted by medium armor:
You gain proficiency with medium armor and shields. If you already are proficient with medium armor, increase your Strength or Dexterity score by 1, to a maximum of 20.
While wearing medium armor, you gain a +1 bonus to AC.
Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
Prerequisite: Dexterity 13 or higher
While you are not encumbered and wearing no more than light armor:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you hit a target with a melee attack, your movement will no provoke opportunity attacks from that target for the rest of your turn.
You can try to tumble through a hostile creature's space as part of your movement. Make a Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If you win the contest, you can move through the target's space once this turn.
Increase your Strength or Dexterity score by 1, to a maximum of 20.
(1/turn) Dealing piercing damage, can reroll one of the attack's damage dice, must take new roll.
(Critical hit w/ piercing damage) Roll one additional damage die for the piercing damage.
Prerequisite: Strength or Dexterity 13 or higher
You have learned how to use a polearms' length to its full potential:
You gain the Dueling or Great Weapon Fighting Style,
or increase Strength or Dexterity by 1, (Max 20).
When you wield a quarterstaff, spear, or trident, the weapon gains the reach property.
When you wield a glaive, halberd, lance, longspear/pike, or poleaxe you do +2 damage vs. opponents you hit that are not within 5 ft of you.
While wielding a reach weapon, creatures provoke an opportunity attack from you when they enter your reach.
While wielding a reach weapon with both hands, you can treat the opposite end of your weapon as a club (damage 1d4 bludgeoning), to use on a Bonus Action to attack a target within 5 feet of you.
Prerequisite: Strength 13 or higher
You know how to use your own momentum to overpower your opponents:
Increase your Strength score by 1, to a maximum of 20.
When using an action to Dash, you can use your Bonus Action to either
make one melee attack (+5 damage if moving 10 feet in straight line before the bonus action)
or Shove (shove 10 feet instead of 5 if moving 10 feet in straight line first).
When using Action: Charge, opportunity attacks will not have advantage against you due to the charge.
You have mastered techniques to take advantage of every drop in any enemy's guard:
When you hit a creature with an opportunity attack, its Speed becomes 0 for the rest of its turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action.
When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to impose disadvantage on the attack.
Prerequisite: Dexterity 13 or higher
You have mastered ranged weapons and can make shots that others find impossible:
You gain the Archery Fighting Style or increase your Dexterity score by 1, to a maximum of 20.
Attacks made at twice normal range do not impose disadvantage. (e.g., longbow (150-600) at range of 300-600).
Your ranged attacks ignore half and three-quarters cover when you make a single ranged attack on your turn.
Before making an attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Prerequisite: Strength 13 or higher
You use shields not just for protection but also for offense. While you are wielding a shield:
You gain the Protection Fighting Style or increase your Strength score by 1, to a maximum of 20.
If not incapacitated, you add your shield’s AC bonus to Dexterity saving throws against effects that deal damage, and if success on a saving throw would result in half damage, you can use your reaction to take no damage.
When your Action is an Attack, you can use a Bonus Action to Shove a creature, using your shield.
Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows:
You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Increase your Strength or Dexterity score by 1, to a maximum of 20.
(1/turn) Dealing slashing damage to a creature, can reduce its Speed by 10 until start of your next turn.
(Critical hit w/ slashing damage) Target makes its attacks with disadvantage until the start of your next turn.
You have learned techniques to enhance your attacks with certain kinds of spells:
You increase your Wisdom, Intelligence or Charisma score by 1, to a maximum of 20.
When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand:
Increase your Strength or Constitution by 1, to a maximum of 20.
You are proficient with improvised weapons, which for you do 1d6 damage or 1d10 if used with two hands.
Your unarmed strike uses 1d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques:
You have advantage on Constitution saving throws made to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
You have practiced extensively with a variety of weapons:
Increase your Strength, Dexterity, Wisdom, Intelligence, or Charisma score by 1, to a maximum of 20.
You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.
When you make an attack with a weapon you chose with this feat, you can use the stat you increased with that feat instead of Strength or Dexterity, for the attack and damage rolls.