Deception

A Deception check determines whether or not you can convincingly hide the truth, either verbally or through your actions. The deception can encompass everything from misleading others through ambiguity or telling outright lies. The base ability used is normally Charisma, but other abilities could be used depending on circumstance (ie. utilizing physical tricks to divert attention may use Dexterity or Strength).

Create a Diversion | Untrained

Using a gesture, trick, or some distracting words, you can use an Action to create a diversion that draws creatures' attention elsewhere. You may attempt a Deception check against the passive Wisdom (Insight) scores of the creatures whose attention you are trying to divert. Regardless of if you succeed, creatures you attempt to divert have Advantage on checks made to perceive or investigate you for as long as you are maintaining the diversion. After a diversion is started, a creature may use an Action to roll a Wisdom (Insight) check in order to Sense Motive and realize the truth of the diversion.

Critical Success.
Success.
Failure.
Critical Failure.

Lie | Untrained

You attempt to fool someone with an untruth. You roll a single Deception check against the passive Wisdom (Insight) scores of the creatures you are trying to fool. Depending on the nature of the lie, or the situation, the DM may give Advantage to the check, or have the creatures roll an Insight check instead of using their passive score. Some huge lies may be completely unbelievable, and therefore no roll can even be attempted, while some white lies are so small they just pass without notice.

Critical Success.
Success. The target believes your lie.
Failure.
Critical Failure.