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The warlock spell Hex says:

choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

I would like to know the spells which impose an ability check in some way either to resist or lessen the effects of the spell.

Related, but separate: Choosing the Ability for a Hex

For clarity, I'm only looking for official non-UA material.

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  • \$\begingroup\$ By "forcing an ability check" do you mean spells which explicitly compel an unwilling creature into making one? Do spells which effect can be broken via an ability check also count? For instance, you can discern an illusion via INT check, but the spell itself doesn't "force" you to do so. \$\endgroup\$
    – enkryptor
    Sep 8 at 17:11
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    \$\begingroup\$ @enkryptor I think force is bad phrasing on my part, your case there is what I'm after. I'll update the question \$\endgroup\$ Sep 8 at 17:35
  • \$\begingroup\$ Are you looking for spells to take for yourself, or spells for your teammates to synergize with? Because if it's the former, concentration is going to be a limiting factor. \$\endgroup\$ Sep 8 at 18:04
  • \$\begingroup\$ @ryanc I'm generically looking for synergy with the teammates and/or myself when it's not concentration based \$\endgroup\$ Sep 8 at 18:10
  • \$\begingroup\$ Are you looking for official/PHB & DMG content only? Does UA count, or homebrew? \$\endgroup\$
    – TylerH
    Sep 8 at 18:43
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This incomplete* list is taken from this Reddit thread:

  • Bigby's Hand: Strength (Athletics) check with Forceful Hand, or a grapple check (either Athletics or Acrobatics) with Grasping Hand
  • Black Tentacles: Strength or Dexterity check to escape
  • Bones of the Earth: Strength or Dexterity check to escape if successfully restrained.
  • Control Water: Strength (Athletics) check in order to swim out of the Whirlpool
  • Counter Spell: Casting ability can prevent the spell being countered if the target spell uses a spell slot below level 3
  • Detect Thoughts: Intelligence check to end the spell if it fails an earlier Wisdom Save
  • Disguise Self: Intelligence (Investigation) check to discern that you are disguised
  • Earthquake: Strength (Athletics) check to escape if buried in rubble
  • Ensnaring Strike: Strength check from the target or other creature to escape.
  • Entangle: Strength check to escape
  • Freezing Sphere: Strength check to escape if trapped in ice
  • Glyph of Warding: Intelligence (Investigation) check to find the glyph
  • Hallucinatory Terrain: Intelligence (Investigation) check to disbelieve the illusion
  • Major Image: Intelligence (Investigation) check to determine that it is an illusion
  • Maximilian's Earthern Grasp: Strength check to escape
  • Maze: Intelligence check to escape (notably, there is no save to avoid the effect in the first place so the check is the only way to avoid the full duration)
  • Minor Illusion: Intelligence (Investigation) check to determine that it is an illusion
  • Phantasmal Force: Intelligence (Investigation) check to end early
  • Programmed Illusion: Intelligence (Investigation) check to determine that it is an illusion
  • Project Image: Intelligence (Investigation) check to determine that it is an illusion
  • Seeming: Intelligence (Investigation) check to recognize the disugise
  • Silent Image: Intelligence (Investigation) check to determine that it is an illusion
  • Spike Growth: Wisdom (Perception) check to recognize the hazardous terrain
  • Symbol: Intelligence (Investigation) check to find the glyph
  • Telekinesis: Strength check to avoid being moved and/or restrained
  • Tsunami: Strength (Athletics) check to move out of the wall of water
  • Web: Strength check to escape restraint
  • Whirlwind: Strength or Dexterity check to escape the whirlwind
  • Wrathful Smite: Wisdom check to end the spell early

*: I've not been able to check any spells from after 2016 when that thread was posted.

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