This is list is from the classic "Design Patterns: Elements of Reusable Object-Oriented Software" by Gamma, Helm, Johnson and Vlissides.
Creational:
1. Abstract Factory - families of product objects
2. Builder - how a composite object gets created
3. Factory Method - subclass of object that is instantiated
4. Prototype - class of object that is instantiated
5. Singleton - the sole instance of a class
Structural:
1. Adapter - interface to an object
2. Bridge - implementation of an object
3. Composite - structure and composition of an object
4. Decorator - responsibilities of an object without subsclassing
5. Facade - interface to a subsystem
6. Flyweight - storage costs of objects
7. Proxy - how an object is accessed; its location
Behavorial:
1. Chain of Responsibility - object that can fulfill a request
2. Command - when and how a request is fulfilled
3. Interpretor - grammar and interpretation of a language
4. Iterator - how an aggregate's elements are accessed, traversed.
5. Mediator - how and which objects interact with each other
6. Memento - what private information is stored outside an object, and when
7. Observer - number of objects that depend on another object, how the dependent objects stay up-to-date
8. State - states of an object
9. Strategy - an algorithm
10. Template Method - steps of an algorithm
11. Visitor - operations that can be applied to object(s) without changing their classes