D5 will use point-buy character creation, meaning you will get to choose all the features you want your character to possess. There are no classes or templates - only character concepts from your own imagination.
That said, there are no class skills - no lists that your character does and does not have access to. Every character has access to the full skill list, to choose from as they will.
Skills in D5 are fairly consolidated, with a 'master' list of a couple dozen skills. Obviously, the contents of the skill list are not fixed, and will vary depending on setting (e.g. 'Computers' has no place in a medieval fantasy setting!).
Skills in D5 are bought at various die levels - ranging from d4 (amateur) to d12 (highest level of expertise). Each skill, when bought, is rated with a single die, and this is what is rolled when the skill is performed. For example, an aristocratic character may have the Influence skill at d10. She would then roll a d10 (as well as her Presence, and potentially other abilities or talents) when attempting to influence others.
In addition to the die rating, characters may also (and are encouraged to!) select specialties for their skills. These specialties confer less of a strict mechanical benefit, and function more as roleplaying cues. They inform what your character is good at, and what they have greater expertise and experience in. The GM is encouraged to evaluate the outcomes of these actions favorably.
Below is a 'master' list of sample skills, with sample specialties. The skill list can, and should, vary depending on setting, and players and GMs are encouraged to come up with their own unique skill sets and specialties. Specialties particularly offer a lot of freedom of expression, and can be nearly endless in their instantiation.
Skill List:
Acrobatics
- Tumbling
- Dodging
- Balance
- Aerial Stunts
- Parkour
- Gymnastics
- Leaping
- Climbing
- Escape Artist
- Taming
- Training
- Riding
- Veterinary Medicine
- Animal Command
- Drawing
- Painting
- Sculpture
- Cooking
- Writing
- Poetry
- Running
- Jumping
- Climbing
- Swimming
- Sports (by sport)
- Weightlifting
- Blades
- Hafted Weapons
- Polearms
- Stick Weapons
- Martial Arts
- Bows
- Firearms
- Missiles
- Slings
- Hacking
- Coding
- AI
- Internet Protocol
- Metalworking
- Carpentry
- Leatherworking
- Masonry
- Tailoring
- Cooking
- Pottery
- Bluffing
- Disguise
- Forgery
- Feint
- Electronics Repair
- Circuitry Design
- Robotics
- Endure Heat
- Endure Cold
- Stay Conscious
- Resist Fatigue
- Architecture
- Civil
- Mechanical
- Electronic
- Medical
- Materials
- Chemical
- Persuasion
- Intimidation
- Manipulation
- Diplomacy
- Resist Fear
- Charm
- Calm
- Sense Deception
- Sense Influence
- Deduction
- Intuition
- Empathy
- Resist Corruption
- Forensics
- Deduction
- Intuition
- Camouflage
- Hiding
- Tracking
- Trapping
- Luring
- Covering Tracks
- History
- Biology
- Physics
- Mathematics
- Geology
- Astronomy
- Philosophy
- Literature
- Religion
- Politics
- Law
- Auto Repair
- Jury-Rigging
- Mechanical Repair
- Robotics
- First Aid
- Surgery
- Toxicology
- Neurology
- General Practice
- Dentistry
- Veterinary Medicine
- Empathy
- Observation
- Spotting
- Listening
- Searching
- Acting
- Dancing
- Magic Tricks
- Instrument (by type)
- Singing
- Oratory
- Comedy
- Dodging
- Initiative
- Quick-Draw
- Navigation
- Weathersense
- Sailing
- Ropework
- Hiding
- Sneaking
- Blending In
- Smuggling
- Covering Tracks
- Camouflage
- Shelter
- First Aid
- Foraging
- Environment (by type)
- Trapping
- Covering Tracks
- Weathersense
- Pickpocketing
- Safecracking
- Burglary
- Lockpicking
- Vehicle (by type)
- Stunts
- Racing
So that's the skill system in a nutshell! I hope that it's sufficiently detailed, while allowing for a wide range of creative and roleplaying potential.