I. Attribute Descriptions:
Strength: Muscle power, athletic training, and the physical potential one can bring to bear.
Dexterity: Agility, reflexes, and balance.
Constitution: Health, stamina, and vitality.
Intelligence: Reasoning, memory, and logic.
Wisdom: Intuition, awareness, insight, and mental resilience.
Charisma: Outwardly, this manifests as poise, bearing, warmth, and allure. Within, it holds real magical power; it can be understood as the light of the soul made manifest, and it can also influence magic.
A high Charisma score doesn't necessarily mean someone is handsome. It's a kind of magical allure.
II. Skills—Attribute Checks—Examples of Use
1. Acrobatics: Dexterity.
Keep your balance in a difficult environment or perform acrobatic stunts.
2. Animal Handling: Wisdom.
Calm an animal, train it, or get it to do something specific.
3. Arcana: Intelligence.
Knowledge concerning spells, magic items, and the planes of existence, such as spells, magic items, eldritch symbols, magical traditions, planes of existence, and specific creatures (aberrations, constructs, elementals, fairies, and monstrosities).
4. Athletics: Strength.
Jump farther than usual, stay afloat in rough water, or smash something.
5. Deception: Charisma.
Tell a convincing lie or create a disguise that others believe without a doubt.
6. History: Intelligence.
Knowledge of historical events, peoples, nations, and cultural traditions, such as historical events and figures, ancient civilizations, wars, and specific creatures (giants and humanoids).
7. Insight: Wisdom.
Discern someone's emotions or intentions.
7. Intimidation: Charisma.
Frighten others or coerce someone into doing what you want.
9. Investigation: Intelligence.
Search books for obscure information or figure out how something works, such as a trap, cipher, riddle, or device.
10. Medicine: Wisdom.
Diagnose a disease or determine the cause of death of someone who died recently.
11. Nature: Intelligence.
Knowledge of terrain, plants, animals, and weather.
12. Perception: Wisdom.
Use your senses to notice details that are easy to miss.
13. Performance: Charisma.
Act, tell stories, play music, or dance.
14. Persuasion: Charisma.
Convince others of something sincerely and graciously.
15. Religion: Intelligence.
Knowledge of deities, religious hierarchies and rituals, holy symbols, sects, and specific creatures (celestials, fiends, and undead).
16. Sleight of Hand: Dexterity.
Pick pockets, conceal a small object that fits in one hand, or perform manual tricks.
17. Stealth: Dexterity.
Avoid notice by moving quietly and hiding behind things.
18. Survival: Wisdom.
Track, find food, follow trails, or avoid natural hazards.
III. Basic Actions (Basic Abilities)
Attack: Make an attack with a weapon or an unarmed strike.
Dash: For the rest of your turn, gain extra movement equal to your Speed.
Disengage: For the rest of your turn, your movement doesn't provoke opportunity attacks.
Dodge: Until the start of your next turn, attack rolls against you have Disadvantage, and you have Advantage on Dexterity Saving Throws. You lose these benefits if you have the Incapacitated condition or your Speed is 0.
Help: Assist another creature with an Attribute Check or attack roll, or provide first aid.
Hide: Make a Dexterity (Stealth) check.
Influence: Change a creature's attitude with a Charisma (Deception, Intimidation, Performance, or Persuasion) check, or a Wisdom (Animal Handling) check.
Magic: Cast a spell, use a magic item, or use a magical feature.
Ready: Prepare to take an action, with the trigger or circumstances determined by you.
Search: Make a Wisdom (Insight, Medicine, Perception, or Survival) check.
Study: Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.
Utilize: Use a nonmagical object.
Other: Walk, run, jump, climb, swim...