Athletics (Str) - climbing, jumping, or swimming.
Acrobatics (Dex) - stay on your feet in a tricky situation, also acrobatic stunts, including dives, rolls, somersaults, and flips.
Sleight of Hand (Dex) - legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person.
Stealth (Dex) - conceal yourself, travel without being noticed, or sneak up on someone.
Arcana (Int) - recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
History (Int) - recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Investigation (Int) - look around for clues and make deductions based on those clues.
Nature (Int) - ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Religion (Int) - ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Animal Handling (Wis) - whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions.
Insight (Wis) - determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move.
Medicine (Wis) - stabilize a dying companion or diagnose an illness.
Perception (Wis) - spot, hear, or otherwise detect the presence of something.
Survival (Wis) - follow tracks, hunt wild game, guide your group, predict the weather, or avoid hazards.
Deception (Cha) - hide the truth, either verbally or through your actions.
Intimidation (Cha) - influence someone through overt threats, hostile actions, and physical violence.
Performance (Cha) - delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion (Cha) - influence someone or a group of people with tact, social graces, or good nature.