Right apologies for the delay on that, had to dig for my 4e stuff. Fun fact, the PHB only had 8 classes (Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Warlord, Wizard) and by 5e recognition the martials outweighed the casters.

From just the 4e PHB Utility powers not counting those of the Cleric, Warlock and Wizard, here are some we could potentially repurpose:

- Dragging an ally closer to you without provoking Opp attacks
- Boosting your or someone elses initiative
- Granting bonuses to an ally's save
- Take no damage from an attack but instead get stunned for a turn
- Chase an enemy disengaging from you
- Take an action when an ally drops to 0
- Recover HP to get you up to half, but take a level of exhaustion
- Bonuses to attack/damage to an enemy that hits you with an attack
- Marking a target adjacent to the one you hit with an attack
- Take an attack instead of an adjacent ally
- Bonus to Cha checks for a limited time
- Help action gives super-advantage (3 dice instead of 2)
- Apply advantage to an ally's death saves
- Automatically fail a save against an AoE to allow allies to automatically pass
- Allow allies to make a new save-ends attempt (for ongoing spells like Hold Person)
- Burn a Hit Die to make a save-ends attempt
- Give your Hit Dice to others
- Shove an enemy before they land an attack, causing it to miss
- Sacrifice Hit Dice to remove Exhaustion
- Turn THP into healing
- Force an enemy to reroll damage and take the lower amount
- Reroll failed ability check
- Trade places with an ally
- Spend your action to allow an ally to act when surprised
- Allow an ally not proficient in a skill to use your bonus to the check
- Temporarily increase your speed
- Remove enemy Marks on yourself or allies
- Roll an Insight check instead of a weapon attack or damage roll
- Hand your inspiration to someone else
- Use your inspiration for a reroll
- Gain inspiration even if you already have one (need to use by end of next turn)
- If you miss with an attack, enemy knocked prone anyway
- Use a stealth check in place of an initiative check
- Take penalty to AC and saves to gain same bonus to attack and damage rolls
- Make a Sleight of Hand check instead of a weapon attack roll
- Decide whether to make a Bluff attempt after you see your roll
- Replace an attack with a Sleight of Hand attempt to take something from an enemy
- Make a stealth check before breaking line of sight (fails if you don't break by the end of your turn)
- Share spaces with an ally without penalty
- Able to move cover to cover without breaking Stealth
- Enemy hits itself with an attack that misses you
- Sabotage a lock you successfully pick
- If allowed or forced to move outside of your turn, you can decide direction
- Can make two jumps and add them together as if it were one jump
- Can jump from any surface or object that can support your weight
- If revealed while hiding can use reaction to move back into cover
- When an Ally gets healed or receives THP they also get advantage on their next attack roll
- If you have THP and are hit with an attack that leaves you with THP still, use your reaction to make an attack back
- As long as you aren't incapacitated allies have +1d4 to attacks and saves if they can see/hear you (doesn't stack with Bless/Peace cleric)