STR
Athletics: Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming.
DEX
Acrobatics: Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation
Sleight of Hand: Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person
Stealth: Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard
CON
Concentration: Staying awake at night during your watch, or listening to a muffled conversation through a door
INT
Arcana(Magic Paths): Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions
Knowledge(Magic Schools): Like Arcana but strictly to what has been recorded and proven
History: Your Intelligence (History) check measures your ability to recall lore about historical events,
legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations
Investigation: When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Nature: Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Religion: Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
WIS
Animal Handling: When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the DM might call for a Wisdom (Animal Handling) check.
Insight: Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms
Medicine: A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness
Perception: Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses
Survival: The DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that deer live nearby, predict the weather, or avoid quicksand and other natural hazards.
CHA
Deception: Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions.
Intimidation: When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check.
Performance: Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion: When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check
Athletics: Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming.
DEX
Acrobatics: Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation
Sleight of Hand: Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person
Stealth: Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard
CON
Concentration: Staying awake at night during your watch, or listening to a muffled conversation through a door
INT
Arcana(Magic Paths): Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions
Knowledge(Magic Schools): Like Arcana but strictly to what has been recorded and proven
History: Your Intelligence (History) check measures your ability to recall lore about historical events,
legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations
Investigation: When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Nature: Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Religion: Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
WIS
Animal Handling: When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the DM might call for a Wisdom (Animal Handling) check.
Insight: Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms
Medicine: A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness
Perception: Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses
Survival: The DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that deer live nearby, predict the weather, or avoid quicksand and other natural hazards.
CHA
Deception: Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions.
Intimidation: When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check.
Performance: Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion: When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check