I. Attribute Descriptions:
Strength: Muscular power, athletic training, and the physical potential one can exert.
Agility: Flexibility, reaction speed, and balance.
Constitution: Level of health, endurance, and vitality.
Intelligence: Thinking ability, memory, and logical capacity.
Perception: Intuition, observation, insight, and mental fortitude.
Charisma: Externally manifested as temperament, poise, affinity, and attractiveness; internally, it possesses tangible magical power, which can be understood as the manifestation of the soul's light and can also influence mana.
High Charisma does not necessarily mean being handsome; it is a magical kind of attraction.
II. Skills—Attribute Check—Application Examples
1. Acrobatics: Agility. Remaining upright in complex environments or performing stunts.
2. Animal Handling: Perception. Calming animals, training them, or getting them to perform specific tasks.
3. Arcana: Intelligence. Knowledge regarding spells, magic items, and planes of existence, such as spells, magical artifacts, magical symbols, magical legacies, planes of existence, and specific creatures (aberrations, constructs, elementals, fey, monstrosities).
4. Athletics: Strength. Jumping further than usual, floating on turbulent water, or smashing objects.
5. Deception: Charisma. Telling a convincing lie or creating a disguise that others believe without question.
6. History: Intelligence. Knowledge regarding historical events, people, nations, and cultural traditions, such as historical events and figures, ancient civilizations, wars, and specific creatures (giants, humanoids).
7. Insight: Perception. Discerning someone's emotions or intentions.
8. Intimidation: Charisma. Threatening others or coercing someone into doing what you want them to do.
9. Investigation: Intelligence. Searching through books for obscure information or deducing how things work, such as traps, ciphers, riddles, and mechanisms.
10. Medicine: Perception. Diagnosing a disease or determining the cause of death for the recently deceased.
11. Nature: Intelligence. Knowledge regarding terrain, plants, animals, and weather.
12. Perception: Perception. Combining various senses to notice details that are easily overlooked.
13. Performance: Charisma. Acting, storytelling, playing music, or dancing.
14. Persuasion: Charisma. Sincerity and grace in convincing others regarding a certain matter.
15. Religion: Intelligence. Knowledge regarding deities, religious hierarchies and rituals, holy symbols, cults, and specific creatures (celestials, fiends, undead).
16. Sleight of Hand: Agility. Picking pockets, hiding small objects that can be held in one hand, or performing sleight-of-hand tricks.
17. Stealth: Agility. Avoiding notice by moving quietly and hiding behind objects.
18. Survival: Perception. Tracking, foraging for food, finding trails, or avoiding natural disasters.
III. Basic Actions (Basic Abilities)
Attack: Using a weapon to launch an attack or performing an unarmed strike.
Dash: For the remainder of the turn, grant yourself extra movement equal to your speed.
Disengage: For the remainder of the turn, your movement does not 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 become incapacitated or your speed becomes 0.
Help: Assist another creature with an ability check or attack roll, or perform first aid.
Hide: Make a Dexterity (Stealth) check.
Influence: Change a creature's attitude through 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 perform an action, with the trigger timing or condition determined by you.
Search: Make a Wisdom (Insight, Medicine, Perception, or Survival) check.
Study: Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.
Interact: Use a non-magical object.
Other: Walk, run, jump, climb, swim...