There are several ways to make your hero interact with the outside world in Dungeons & Dragons. Fighting, role -playing and exploration are three main pillars of how it is done, but from there they diverged into different methods. The way your hero interacts, it comes down to some roll to find out how successful you are.

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You have seventeen skills of six points that make up your hero. It can be a difficult choice to find out which of these skills is best to invest skill or experience, so here are the best skills to consider.
17
Treatment of animals
Carrots are not a stick
Not every living creature you have encountered is a demonic formation or idea. Sometimes in your adventure, your party will meet more fluffy (or scattered) creatures called the House of Fantasy. While dealing with them or ignore them – these are the main ways to combat animals, you can try your hand if instead of friendly. Animal processing skills are the favorite classroom classes and Druids, but anyone can take advantage of it. You can use it to soothe, be friends, communicate or otherwise interact with animals throughout the information.
This is useful if someone wants to avoid conflict with the animal, but it probably doesn't need too often. At low levels, when animals pose a great threat, you have a lesser chance to ride well on animal processing. At the high level, the main animals will probably not be considered so much, and there will certainly not be such a threat. This leaves little space to make this skill frequently used.
16
Religion
Holy rollers
Clerics and palodines can become ordinary suspects in knowledge and experience in religion skills, but it can also come from the history in the temples and churches of your world from the Akalya or similar origin. Regardless of reflections, it is a pity that the skill is not as useful as most others.
Religion skills can be very useful at an early stage to understand which pantheon your characters can interact throughout the journey. From there, interaction with other religious people, the investigation of temples or combat cults can find a check of religion useful, but probably little and far between them.
15
Performance
Time is karaoke
Sometimes ways of interacting skills with the world around your hero are a little more unclear, such as the skill of performing, which is often used only by one class. You will see a lot of bards that take this skill and use it as one of their main options for playing tools, dance and singing.
But other characters can use it mostly everything that requires them to do the role or performance that has less clear connections with other skills. This confusion and vague nature mean that most DMS does not require checking this skill, which are often, and they are not usually intense situations when calling for them.
14
Intimidation
Let the muscles talk
Not every problem in D&D should be resolved by a good word. The intimidation skill is a great choice for any character with a little charisma and heartfelt to back up your threats. You do not need to leave the barbarian group intimidation.

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In fact, Paladin or bard can even be better equipped for their high charisma. It helps to use intimidation to get into social situations, but it loses scores because you will not really be friends along the way. Who needs more enemies in D&D if the conviction is almost the same?
Some DMS will allow you to use the ability to force for charisma for these checks.
13
History
Old tamans and stories
Usually speaking, DM for your adventure group has probably prepared a dynamic fantasy world in which you can play. With this comes a lot of knowledge and history to things, places and people with whom you interact with each session (even if it is on the go). History skill is the one you will use to immerse yourself in this character.
Wizards, clergy and other pursuits with scientific stories may be with knowledge of history, and it will definitely be useful to have anyone with a positive skill modifier to help gather the world, but as the game continues, it will probably be less and less. But this is a great tool for world construction and exploration that helps all players stay up to date and participate in the world.
12
Nature
Plants, animals and most things between them
Each company is different when it comes to settings, but sooner or later your party will certainly go beyond the cities that make up the world societies in which you find yourself and go out to explore a large desert.
It is at these points that the skill of nature is certainly mandatory. Rhiasses, Puria, Botanists, Druids and Rangers are likely to qualify in this skill. It is much easier in the great outdoors when you know what plants are edible, what animals are not friendly, and in fact just the basics of survival outside the tavern. These are all situations where nature enters the game.
There is also an argument that in civilized areas such as cities, villages, villages and cities, they can also get into natural skills. Given that for some, they are a “natural” environment in which they may have lived for a long time, and increased the acute sense of internal work and the intricacies of the mentioned environment.
11
Athletics
Lifting weights, feet doors
One side of the coin is athletics and acrobatics. Two skills certainly have some overlapping, but they have their own places where everyone is more needed than another. Each DM has its own way to choose which of these two checks in a moment, but the only opinion is that the athletics are mostly involved in the raw materials and the ability that leads to fitness and strength.
Athletics can be useful in a variety of situations, both in exploration and in battles that earns this best place in the list of useful skills. But this is the only skill that falls under the attribute of force, which means that high strength does not benefit so much in terms of skills. If you already have the character of high durability, it will not interfere with setting up athletics for the extra stimulus and turn your character into a humanoid ball.
10
Trx of the hands
Not only the tricks of the cards
This from time to time helps to have a character with quick arms. A little agility can go a long way when it comes to certain hidden situations. Theft, hiding the weapons, quickly throwing the spell, flashing the transformation of your party to your party; All this gets into the agility of the skill of the hands. Not to mention that the skills of consolidation and fantasy.
Even with all this, this is one of the more often about the skills in the character's repertoire, and this is unfair. Even morally good characters can benefit from having at least one party participant with knowledge or experience in this skill. When it comes to problems, a little agile comfortable work can be much less painful than a full -scale fight.
9
Medicine
For if you take an arrow to your knee
The injuries should occur in all the adventures of your characters. Of course, you can spend this earned gold on a doctor or a witch doctor in the next village, or you can become qualified in medicine and refer to the party. Magic healing either through spells or potions, the focus of many players, especially higher levels. But, a good old -fashioned witch -like set (working on a cure), never hurts to have on hand for extra healing.

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You can also use this skill to interact with medical subjects in the study, craft and diagnosis of other characters and NPCs that you face in your travels. This is a useful skill that has the potential to save party members, the more you have more experience. Stabilization of the nature of almost death or healing them at low levels on spell slots is more than a fair reason to give skill in this skill.
8
Fraud
False, fibs and view
Despite what your legitimately good paladin says, you do not need to say the truth all the time. Let it avoid the fight, penetrate what you don't have to be, or saying that you haven't done what you have done, the cheat skill is for many bards and robbers.
Indeed, the possibilities of role -playing games are endless. In conjunction with the skill you can take on different characters and go your way through most situations, and then get out of these situations when they go bad. This is a great skill in your scar when it looks like everything will come quickly and you just don't feel like fighting.