Remember, 10 is average. The higher you are above 10, the better you do, with 20 being mind-blowingly awesome. The lower you are below 10, the worse you do, with 1 being humiliatingly and sometimes hilariously terrible.
1. Athletics - Your athletics check covers difficult situations you encounter while climbing, jumping, or swimming.
2. Acrobatics - Your acrobatics check covers your attempt to stay on your feet in a tricky situation, and can also apply to performing acrobatic stunts.
3. Sleight of Hand - Your sleight of hand check covers any attempt to perform an act of legerdemain or manual trickery.
4. Stealth - Your stealth check covers your attempts to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
5. Constitution - Your constitution check covers any acts requiring a good amount of endurance.
6. Arcana - Your arcana check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
7. History - Your history check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
8. Investigation - Your investigation check measures your ability to observe objects, individuals or your surroundings make deductions, discern information or determine solutions to problems.
9. Nature - Your nature check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
10. Religion - Your religion check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
11. Animal Handling - Your animal handling check measures your ability to calm down a domesticated animal, keep a mount from getting spooked, or intuit an animalās intentions.
12. Insight - Your insight check decides whether you can determine the true intentions of a creature or person.
13. Medicine - Your medicine check lets you try to stabilize a dying companion or diagnose an illness.
14. Perception - Your perception check lets you determine your keenness and ability to spot, hear, or otherwise detect the presence of something.
15. Survival - Your survival check determines your ability to hunt, guide your group through the wilderness, identity signs that dangerous creatures live nearby, predict the weather, or avoid natural hazards.
16. Deception - Your deception check determines whether you can convincingly hide the truth, either verbally or through your actions, and mislead others through ambiguity to telling outright lies.
17. Intimidation - Your intimidation check covers any attempt to influence someone through overt threats, hostile actions, and physical violence.
18. Performance - Your performance check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
19. Persuasion - Your persuasion check covers attempts to influence someone or a group of people with tact, social graces, or good nature.