Khajiit
Hailing from the tropical province of Elsweyr, Khajiit are feline humanoids, known for their grace and intellect. Nomadic and inquisitive, the Khajiit rarely stay in one place for long.
Overview
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 the 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. |
Khajiit Traits
Your Khajiit heritage manifests in a variety of traits you share with other Khajiit.
General Traits
Trait | Value | Description |
---|---|---|
Attribute Score Increase | Agility +2 | Your Agility score increases by 2. |
Age | ~150 years | Different Khajiit born under different cycles have significantly different life spans. They can range from 150 to 400 years, if not more. |
Alignment | Any Chaotic Alignment | Khajiit tend toward 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. |
Size | Varies | Khajiits vary in size based upon their subrace. |
Speed | 35 ft. | Your base walking speed is 35 feet. |
Tool Proficiency | -- | -- |
Languages | Tamrielic & Ta'agra | You can speak, read, and write Tamrielic and Ta'agra. Ta'agra script combines unique and fluid motions. Artistic interpretation is praised and varies greatly between authors.
|
Unique Traits
Trait | Effect |
---|---|
Eyes of Fear | You know how to use your cat-like eyes to demoralize others. You gain proficiency in the Intimidation skill. |
Eyes 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. |
Subrace | There are many subraces 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. |
Khajiit Subraces
Elsweyr is the homeland of the Khajiit, where the cat-folk live with the seventeen different furstocks; from the diminishing alfiq to the regal Mane, the prophetic leader of all Khajiit.
Cathay & Cathay-raht Subrace Traits
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".
Trait | Effect |
---|---|
Attribute Score Increase | Your Strength score increases by 1. |
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 Subrace Traits
Dagi live in the trees of the Tenmar forest. Due to their smaller size and light weight, 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.
Trait | Effect |
---|---|
Attribute Score Increase | Your Intelligence score increases by 1. |
Size | Dagi and Dagi-raht average about 3 to 4 feet tall and weigh around 40 pounds. Your Size is small. |
Natrual Magic | You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the witch bolt spell as a 2nd level 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 is your spellcasting attribute for these spells. |
Ohmes & Ohmes-raht Subrace Traits
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.
Trait | Effect |
---|---|
Attribute Score Increase | Your Personality score increases by 1. |
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 other Khajiit, so they don't benefit from the Quick Claws trait, but they are still proficient in Hand-to-Hand and Short Blade to make up for their natural handicap. |
Suthay & Suthay-raht Subrace Traits
Similar in height to the Ohmes but 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 closer resembles the height of men. The Suthay-raht are the most common breed of Khajiit outside of Elsweyr.
Trait | Effect |
---|---|
Attribute Score Increase | Your Endurance score increases by 1. |
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. |
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. |
Khajiit Subraces (EoE)
Alfiq & Alfiq-raht Subrace Traits (EoE)
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.
Trait | Effect |
---|---|
Attribute Score Increase | Your Intelligence score increases by 1. |
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. Intelligence is your spellcasting attribute for these spells, you must expend magicka to cast them, and you can only cast them at their base level. You regain all expended magicka when you finish a long rest. |
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 throw. 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 you gain advantage on 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 creatures space and vice versa. |
Pahmar & Pahmar-raht Subrace Traits (EoE)
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.
Trait | Effect |
---|---|
Attribute Score Increase | Your Strength score increases by 1. |
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 Subrace Traits (EoE)
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.
Trait | Effect |
---|---|
Attribute Score Increase | Your Strength score increases by 1. |
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 unarmed strikes. 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. Your creature type counts as beast, rather than humanoid. |
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. |
Tojay & Tojay-Raht Subrace Traits (EoE)
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.
Trait | Effect |
---|---|
Attribute Score Increase | Your Willpower score increases by 1. |
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. |