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A Khajiit barbarian walks proudly

The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known for their keen intelligence and agility. While these traits make them superb thieves and acrobats, Khajiit are also fearsome warriors. However, strenuous training must typically be undertaken to make wielding magic a serious option, either in passive or aggressive actions. Khajiit are said to rarely take to the sea, though piracy and the skooma trade does draw some to work as sailors.

Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and, in some forms, a digitigrade stance, i.e. toe walking) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians and the Imga, make up the so called 'beast races' of the Empire, due to their anthropomorphic qualities. Khajiit have a lifespan similar to that of humans. It is currently unclear whether a successful union between Khajiit and other races may occur, for no well-documented cases exist despite rumors. The divergent appearance and mannerisms of the Khajiit often lead bigoted members of other races to look down on them.

Children of the Moon

Bound to the lunar lattice, a mysterious force understood by the Khajiit, the phases of the two moons at the time of their birth determines the form, or 'breed', a Khajiit will assume. All newborns look alike, much smaller than the other races of Tamriel, but the early days of their life begin to give way to their future form. There are rumored to be more than twenty forms of Khajiit, but most common are Alfiq, Cathay, Dagi, Ohmes, Pahmar, Senche, Suthay, and Tojay. The humanoid forms are described in further detail in the subrace section.

Khajiit differ greatly from all other races, most obviously with their catlike form, tail, fur, and digitigrade stance. Although typical of most humanoid Khajiit, some sub-species, such as the Ohmes, appear more similar to the Bosmer than to their own brothers and sisters. Their physical appearance isn't their only physiological differences. Even the digestive systems and metabolisms are different from most other races, allowing them to have a stronger resilience to substances like moon sugar.

Bright textiles and shiny objects are desired by Khajiit. They dress in cloth shawls of brilliant colors, known as a budi, which helps defend themselves from the sun. They adorn themselves with sparkling jewelry and trinkets, and are known to wear flowers and herbs in their braided fur. The breeds that do not grow fur typically tattoo themselves with cultural or religious symbols to resemble their cousins.

Holy Moons

A large part of the Khajiit religion is worship of the two moons of Tamriel. This is an obvious path, given how much the moons affect the lives of every Khajiit. Another significant part of the Khajiit lifestyle is the harvest and ingestion of a powerful and addictive substance called moon-sugar. This substance is known to be crystallized moonlight, which they believe by ingesting, they are absorbing a part of the eternal souls of the moon gods, Jone and Jode.

When moon-sugar is ingested, it causes fits of ecstasy and abandon. Paired with the highly addictive nature, it is common for Khajiit settlements to be littered with cat-men shivering in the grips of sugar fits.

Nevertheless, moon-sugar is a daily part of Khajiit life, and serves as their chief export. Their affection for moon-sugar has developed a sweet tooth, and the Khajiit diet is invariably sweet. Candies, cakes, puddings, and sugared meats are staples in Khajiit cuisine. This fare is usually laced with powdered moon-sugar, and the other races would be wise to never accept a sweet roll from a cat.

Social Duality

The societies of Khajiit are lead by a unique breed of Khajiit known as the Mane, born under the aligned moons. Tradition states that only one mane can be alive at a time and it is believed that each mane is a reincarnation of the previous.

Khajiit civilizations are divided into two specific cultures. The jungles of Elsweyr are civil and are formed around an agrarian aristocracy, whereas the northern wastes and grasslands tend to be nomadic, pride-centric groups that contest for territory.

Guardians and Charlatans

Khajiit, who are commonly targeted for racial discrimination, have had to deal with being kidnapped and sold into slavery. This harsh reality has made them take self defense very seriously. The majority of Khajiit use their claws as weapons, and many have formed groups that utilize their natural gifts in various forms of martial arts.

Other Khajiit welcome the black market with open paws, taking to a life of piracy, smuggling moon-sugar, and the more potent skooma, to the many different lands. Khajiit's natural abilities make them superb thieves and acrobats, as well as fearsome warriors.

Khajiit Names

Each Khajiit has a single name in their language, Ta'agra, but it is also common for a Khajiit to go by their Tamrielic name, usually given to them by men or mer. These common names are typically descriptive of their personality or quirks.

Male Names

Akrah, Azbishan, Balag, Dazur, Eilun, Fa'alar, Ghadar, Hilan, Jahirr, Khasar, Lansur, Maniz, Malirzzaka, Nakkhu, Oblan, Pinar, Rakhad, Razur, Sabra, Tabil, Urjen, Vashpar, Yan, Zaban, Zino

Female Names

Abizah, Azum, Bakkhara, Bindu, Darali, Elamusa, Fedura, Hani, Inama, Kala, Kiasha, Manabi, Mura, Nayya, Pinirai, Samati, Sebazi, Shuzura, Tahara, Tohiba, Urbani, Vaifa, Yana, Zara, Zurka

Tamrielic Names

Ashenfur, Black-Paw, Clevereyes, Dawnwalker, Dusty-Claw, Elf-Biter, Firebreath, Four-Toes, Iron-Ear, Kink Tail, Silvertongue, Soft-Fur, Sugar-Claws, Tender-Paws, Wet-Whiskers

Khajiit Honorifics

Khajiit often, but not always, have either a prefix or a suffix, or sometimes both, as part of their name, usually separated by an apostrophe. The titles are typically meant to represent a part of their personality or traits. Some Khajiit believe having both a prefix and a suffix is a sign of arrogance and pride.

Khajiit Honorifics
d10 Title Meaning
1 Dar Thief
2 Do Warrior
3 Dra Wise
4 Dro Grandparent
5 J/Ja/Ji Youth
6 Jo/Ko Wizard
7 La/Lo Promiscuous
8 M/Ma Child or Apprentice
9 Ra/Ri Leader
10 S Adult

Khajiit Personality

A Khajiit might have motivations and quirks much different from an elf or a human with a similar background. You can use the following table to customize your character in addition to the trait, ideal, bond, and flaw from your background.

Khajiit Quirks
d10 Quirk
1 You miss your tropical home and complain endlessly about the freezing weather, even in summer.
2 You never wear the same outfit twice, unless you absolutely must.
3 You have a minor phobia of water and hate getting wet.
4 Your tail always betrays your inner thoughts.
5 You purr loudly when you are happy.
6 You keep a small ball of yarn in your hand, which you constantly fidget with.
7 You are always in debt, since you spend your gold on food and drink made from moon sugar.
8 When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you.
9 You are a font of random trivia from the lore and stories you have discovered.
10 You can't help but pocket interesting objects you come across.

Common Traits

Every character will have traits to choose that are not dependent on their Heritage, relying more on the background or story of the character prior to becoming an adventurer. These are often influenced by their Heritage or their class, but is entirely up to the player.

Attribute Score Increases. When determining your attribute scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

A classic depiction of a Khajiit would suggest that your Agility score increases by 2. Increase your Intelligence by 1 if you are Alfiq or Dagi, increase your Strength by 1 if you are Cathay, Pahmar, or Senche, increase your Personality by 1 if you are Ohmes, increase your Endurance by 1 if you are Suthay, or increase your Willpower by 1 if you are Tojay.

Alignment. Each ancestry has stereotypes about what they believe, but these are broad strokes that might only apply to a group, rather than to an individual. Each player character’s alignment is entirely under the purview of the player.

Khajiit are often depicted as having chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, except for those driven by greed or other dark impulses.

Languages. Your character can speak, read, and write Tamrielic (sometimes referred to as Cyrodiilic or Common) and one other language that you and your GM agree is appropriate for the character.

Khajiit Ancestral Traits

Khajiit share certain ancestral traits as a result of their connection with the two moons of Tamriel.

Age. Different Khajiit born under different cycles have significantly different life spans. They can range from 150 to 400 years, if not more.

Speed. Your base walking speed is 35 feet.

Eye of Night. Your khajiit ancestry grants you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Quick Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Subancestries. There are many subancestries of the Khajiit. Many of the subraces are humanoid in shape, but there are others, such as the Alfiq, that more resemble a house cat, or the senche, which are tiger-like battle cats.

Alfiq & Alfiq-Raht

Alfiq resemble ordinary housecats, but they should not be underestimated. These highly intelligent Khajiit are celebrated as spellcasters and often wear clothing to distinguish themselves from a typical cat.

Size. Alfiq are the size of an average housecat, around 1 foot tall and weighing 4 to 7 pounds. Your size is Tiny.

Compensating for Size. You have an innate well of magicka within you. You have 2 magicka points that you can use to cast spells. Additionally, you know one cantrip and one 1st level spell from the mage spell list. You regain all expended magicka when you finish a long rest. Intelligence, Willpower, or Personality is your spellcasting ability for these spells (your choice when you choose this ancestry), you must expend magicka to cast them, and you can only cast them at their base level.

Improved Mage Hand. You know the mage hand cantrip. Your lack of hands have made you especially proficient in it, allowing you to gain the following additional benefits:

  • You can cast mage hand as a bonus action.
  • When the hand is within 5 feet of you, it can carry an additional 10 pounds, can make attacks, and can activate magic items.
  • The mage hand is proficient in any weapon you are proficient in, but it can't use weapons with the heavy, loading, or two-handed property, and can't wield versatile weapons with two hands.

Soft Fall. You have resistance to falling damage, and always land on your feet.

Tiny Quadruped. You are a tiny creature that walks on four legs and doesn't have opposable thumbs. Your reduced size and lack of hands gives you the following traits:

  • You lack the opposable thumbs required to wield weapons and use tools.
  • You have advantage on saving throws to resist falling prone, but have disadvantage on Strength saving throws.
  • Your unarmed strikes deal slashing damage equal to 1 + your Strength modifier (minimum of 1).
  • Your tiny size makes you hard to hit. You gain a +1 bonus to AC and Agility saving throws.
  • Your hit die is reduced by one size, which affects your hit points at 1st level, and at higher levels. For example, 1d6 (or 4) becomes 1d4 (or 3).
  • Your carrying capacity is equal to your Strength score multiplied by 5.
  • You can occupy another creature's space and vice versa.

Cathay & Cathay-Raht

Similar to the Suthay-raht in appearance and bi-pedalism, however they possess greater stature and strength. Cathay-raht are larger and more powerful and are often described as "jaguar-men.

Size. Cathay Khajiit are similar in size to most men and range from 5 feet to 6 ½ feet. Your size is medium.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Dagi & Dagi-Raht

Dagi live in the trees of the Tenmar forest. Due to their smaller size and lightweight, they are able to dwell in the higher branches which even the Bosmer cannot reach. The Dagi have a natural affinity for magic, and are known spellcasters, a characteristic often taken advantage of in Khajiiti battle-tactics.

The Dagi-raht are similar in all respects, while their size is somewhat larger.

Size. Dagi and Dagi-raht average about 3 to 4 feet tall and weigh around 40 pounds. Your Size is small.

Natural Magic. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the magic missile spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Willpower, or Personality is your spellcasting ability for these spells (your choice when you choose this ancestry).

Ohmes & Ohmes Raht

The Ohmes generally look more similar to the Bosmer, although slightly smaller in stature, than they do to their feline brothers. Many Ohmes will paint or tattoo their faces to resemble their feline heritage. Unlike other Khajiit, they have no fur, no tail, or any other distinguishable Khajiit feature.

Ohmes-raht have slightly larger builds than their ohmes cousins, usually similar in size and appearance of men, other than their short light fur and tails. Also similar to men, the Ohmes-raht walk on their heels as opposed to the balls of their feet like many other species of Khajiit.

Size. Ohmes Khajiit are similar in size to the Bosmer, rarely taller than 5 feet tall, whereas Ohmes-raht range from 5 to 6 feet tall. Your size is medium.

Ambassador. Your elven-like form makes you a natural ambassador to the other races. You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.

Ohmes Combat Training. The Ohmes do not have natural claws, like their Khajiit brethren, and do not benefit from the Quick Claws trait. Instead, they are proficient in Hand-to-Hand and Blade weapons to make up for their natural handicap.

Pahmar & Pahmar Raht

Pahmar, especially Pahmar-raht, are known to be the strongest of the Khajiit. They usually have markings similar to a tiger and they seek out physical challenges, often as bodyguards and warriors.

Size. Pahmar stand between 7 and 8 feet tall. Your size is medium.

Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Strong Claws. You are stronger than the other furstocks and your powerful claws are more dangerous. You unarmed strikes deal slashing damage equal to 1d6 + your Strength modifier.

Senche & Senche Raht

Senche are Khajiit that appear more similar to a four legged tiger than to their bipedal cousins. They are often seen as protectors and defenders and are perfect for both solo and partnered combat. While they may appear as beasts, they are capable of speech and casting spells, and prefer to be seen as equals.

Size. Senche are the largest of the Khajiit furstocks. Your size is Large.

Bite. Your fanged mouth is a natural weapon, which you can use to make an unarmed strike once on each of your turns. If you hit with it, you deal piercing damage equal to 2d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Large Quadruped. You are a large creature that walks on four legs and doesn't have opposable thumbs. Your enlarged size and lack of hands gives you the following traits:

  • You lack the opposable thumbs required to wield weapons, use tools, or grapple other creatures.
  • You have advantage on saving throws to resist falling prone and with Strength attribute checks.
  • Your large size makes it difficult to move in spaces meant for medium or smaller creatures, requiring you to squeeze into the smaller space. While squeezing through a space, you must spend 1 extra foot for every foot you move there, and you have disadvantage on attack rolls and Agility saving throws. Attack rolls against you have advantage while in the smaller space.
  • Your carrying capacity and the weight you can push, drag, or lift is increased to that of a large creature.
  • Unarmed strikes made with your claws deal slashing damage equal to 2d4 + your Strength modifier.

When you reach 6th level, your unarmed strikes made with your bite or your claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • You can act as an intelligent mount to a medium or smaller creature, but you are unable to ride a mount unless it is able to accommodate you.

Pounce. If you move at least 20 feet straight toward a creature and then hit it with an unarmed strike with your claws on the same turn, that target must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.

Suthay & Suthay-Raht

While they are similar in height to the Ohmes, that is mostly where the similarities end. The Suthay are much more cat-like in appearance with their high set ears and feline facial features, along with a long tail and digitigrade legs. Suthay-raht are nearly the same as the Suthay in all their features except their stature resembles the height of men. The Suthay-raht are the most common breed of Khajiit outside of Elsweyr.

Size. Suthay Khajiit are similar in size to the Ohmes, rarely taller than 5 feet tall. Suthay-raht range from 5 feet to 6 feet tall. Your size is medium.

Natural Bandit. You are able to use your claws as thieves' tools. You can add your proficiency modifier to any check using your claws in this way, even if you are not proficient in thieves' tools.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Tojay & Tojay-Raht

The slender Tojay are slightly smaller than the Suthay and are also bipedal with digitigrade legs. They usually live in southern Elsweyr, preferring the humid jungles and marshes, as well as the Tenmar forest.

Size. Tojay stand between 4 and 5 feet tall. Your size is medium.

Jungle Dwellers. You have advantage on Agility (Stealth) rolls made when attempting to hide within vegetation.

Jungle Lore. You have proficiency in one of the following skills of your choice: Nature or Survival.

Khajiit Cultural Traits

Khajiit culture places an importance on being intelligent, agile, and quick.

Khajiiti Savvy. You gain proficiency in one skill of your choice from Deception, Intimidation, or Sleight of Hand.

Feline Ambush. If you hit a creature with an attack roll, the creature takes an extra 2d4 damage if it hasn't taken a turn yet in the current combat. You can use this trait only once per short rest.

Cat Quick. When you make an Agility saving throw, you can use your reaction to add 1d4 to the roll. Once you use this trait, you must finish a short or long rest before you can do so again.