Khajiit (5e Race)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Elder Scrolls franchise, and/or include content directly affiliated with and/or owned by Bethesda. D&D Wiki neither claims nor implies any rights to The Elder Scrolls copyrights, trademarks, or logos, nor any owned by Bethesda. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Khajiit[edit]

Physical Description[edit]

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.

History[edit]

The kingdoms of the Khajiit existed long before recorded history. Elsweyr consisted of 16 kingdoms of about 20 different types of Khajiit early in the First Era, which were a model of cooperative specialization and harmony compared to other races of the time. The Thrassian Plague would upset this balance in 1E 2260, leaving only two primary kingdoms. The province was fashioned into its modern state in 2E 309 when Keirgo of Anequina and Eshita of Pellitine combined their long-feuding domains and gave the land its name, sparking a class struggle that briefly threatened to draw outside intervention. The people of each kingdom found themselves drawn together by their leaders, which was considered a betrayal by many, as the northern Anequina saw Pellitine as depraved and decadent, while the Khajiit of Pellitine thought Anequina barbarous.

Peace was eventually restored among the Khajiiti by the generally non-partisan Mane, Rid-T'har-ri'Datta, who "bestowed to the classes equality under the bi-lunar shadow, dividing their power in accordance with two-moons-dance". What this established, in a more understandable sense, was a rotational power base in which both sides of Khajiiti society, the southern city-dwellers under the nobility and the northern nomadic tribes under their chieftains, shared alternate control of the region based on the phases of Masser and Secunda, which are held in great reverence in Khajiiti society. The terms of this measure, the Riddle'thar, were overseen by the thinly-veiled dictatorship of the Mane himself. The efficacy of each individual Mane has varied greatly, and some led the Khajiit to periods of strife and war. They have historically achieved greater peace and prosperity under Imperial rule (according to Imperial scholars), yet often rebel against their authority in keeping with their unique view of the world.

Society[edit]

The Mane, while the unofficial head-of-state, is no more a "breed" of Khajiit than any other is; he is simply unique. Khajiit tradition holds that only one Mane may be alive at any one time, since the Mane is one entity reborn in different bodies with the passage of time. The veracity of this is unknown, but there has been no recorded instance of multiple Manes contending for power. The Khajiit are divided by two disparate ways of life: the civilized jungles and river basins of southern Elsweyr, which have ancient mercantile traditions, a stable agrarian aristocracy based on the exportation of saltrice and Moon Sugar, and a thriving artistic culture, which contrasts greatly with the nomadic tribe or pride-centric Khajiit of the dry northern wastes and grasslands, where aggressive and territorial raiders occasionally unite under a single chieftain. It is widely held that the greatest force among the Khajiit are the Clan Mothers. It is they, ultimately, who control both the harvest and refining of Moon Sugar, and thus they who are seen as the most influential.

The Khajiit often refer to Moon Sugar as "crystallized moonlight", trapped by the glimmering waters of the Topal Sea and washed to the sugarcane groves of the Tenmar Forest by the tides, under the guidance of Hermorah. The Khajiit believe that by consuming it, they are consuming a small portion of the eternal souls of the moon gods, Jone and Jode. It drives them into fits of ecstasy and abandon, purportedly leaving the streets of Elsweyr's major cities strewn with catmen shivering in the grip of sugar-fits. Despite the extremely addictive nature of the sugar, it is an integral part of Khajiit life and the chief export of Elsweyr, where it is smuggled out in both raw and refined forms. It helps support a thriving black market; it is said one can purchase practically anything among the Khajiit. Khajiit of the desert tribes are often buried with only a small cairn of stones, so their bodies can be easily used by Necromancers.

This love of Moon Sugar has given them a "sweet tooth"; candies, cakes, puddings, and sugar-meats are the staples of the Khajiit diet, each generously enriched with Moon Sugar. This relationship between religion and cultural practice goes deeper than appearances suggest. According to legend, the Khajiit and their deities are bound up in the Lunar Lattice, no less than the famed Liminal Barriers, the tendency of Mundus to remain discrete from the Sea of Oblivion and the force that keeps the Daedra out of Nirn. In this way the Khajiit, Moon Sugar, Lorkhan's Moons, Lorkhan's Heart, and White Gold Tower are all related, as all play a part in shaping the fundamental structure of the mortal plane.

The typical bipedal Khajiit dresses in an ample shawl of brightly-colored cloth, known as a budi, for defense against the harsh rays of the sun. This shirt is tightly fastened in braids down the right side, in order to prevent any part of the torso fur from being seen, as the exposure of such in public is deemed both offensive and unsightly. In battle, those who walk upright traditionally don medium-weight armor, exquisitely fashioned from loose-fitting leather overlaid with lacquered and highly-burnished metal plates. While leather caps are generally preferred, those with the means to procure such will often don helms of fluted silver. Furthermore, most Khajiit bedeck themselves with jewelry, trinkets, and occasionally even herbs such as Nightshade. Their tattoos often have deep cultural and religious significance, as they signify their race, tribe, and the gods of their worship.

Over the years, Khajiit frequently have had to deal with the worry of being kidnapped and sold into slavery, especially in Morrowind, so they have to take self-defense seriously. While the majority of Khajiit prefer to use their razor-sharp and retractable claws as weapons in numerous forms of Khajiiti martial arts like Goutfang, Whispering Fang, and Rawlith Khaj, many have mastered the use of the sabre, scimitar, dagger, and longbow. Their chosen mastery is often reflected in male Khajiit names, through which they display their status in life with the prefix; though care is always taken, for the use of two titles is perceived as the result of either great pride or ignorance.

Khajiit Language & Names[edit]

Ta'agra is the Khajiiti language and is Khajiit names, particularly among males, often have a prefix before them, usually though not always separated by an apostrophe. In general, the name following the prefix should be capitalized. Khajit normally refer to themselves in the third person in any language and have a distinct accent when speaking in common.

Feminine Honorifics

Dra = Known for wisdom and wit, or of venerable age

Daro = Nimble-fingered, lithe of the tongue

Ko = Respected healer, mage, or scholar, sometimes added to the names of learned ancestors

La = Promiscuous maiden

Masculine Honorifics

Dar = Thief, clever

Do = Distinctive warrior

J/Ja/Ji = Bachelor, young adult

Jo = Respected physician, scholar, or mage

Ra = Esteemed leader of soldiers, trade, or governance

Ri = Great leader; Speaker, King, Mane

Gender Neutral/Unknown Honorifics

Do = Warrior

Dro = Grandparent

M/Ma = Child, apprentice, a term of endearment, also used to imply virginity

Qa = Unknown

S = Adult

Common Names:

Male: Dro'marash, J'darr, J'datharr, J'Kier, J'zargo, J'zhar, Kharjo, Kesh, Ma'dran, Ma'randru-jo, Ma'tasarr, Ma'zaka, M'aiq, Ra'jirr, Ra'kheran, Ri'saad, Vasha

Female: Azdazi, Daro’Adusa, Dro’Arumarr, Do’Samaea, Fadama, Fayna, Kazarri, Ko’Ensa, Milaya, Shadya, Shalar, Smallpaws, Sugar-Claws, Windsinger, Yasana, Zeriba

Khajiit Traits[edit]

The Khajiit are a race of feline humanoids from Elsweyr.
Ability Score Increase. Due to their various forms their Ability Score Increase is entirely dependent on the sub-race.
Age. Khajiit lifespans are believed to be similar to that of normal humans, while others feel they are more similar to other kinds of catfolk. They reach adulthood at 16 years of age and usually live up to between 80 and 150 years.
Alignment. The Khajiiti race tends to prefer chaotic alignments due to their free-spirited nature.
Size. Due to their various forms the size for the Khajiit race is entirely dependent on the sub-race.
Speed. Your base walking speed is 30 feet.
Claws. You have a set of retractable claws. Your unarmed strikes deal 1d4 slashing damage. You may use Dexterity instead of Strength for the attack and damage rolls of your Claw attacks.
Darkvision. Thanks to your feline heritage. 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.
Hidden Moon. You have a prehensile tail and can use it for unarmed strikes.
Home Turf. Since your homeland consists of a desert and jungle, you do not suffer negative effects from being in those environments and you have proficiency in the Survival skill while in those terrains.
Natural Stealth. You gain proficiency in the Stealth skill.
Soft Fall. You have resistance against falling damage and always land on your feet.
Two Moons’ Dance. When you make a Claw attack using your action, you can attack again with your other hand's Claw as part of the same attack. You must make separate attack and damage rolls.
Languages. You can speak, read and write Common and Ta'agra. Ta'agra is the native Khajiiti language and can be used to talk to cats and other felines. It uses the Sylvan script.

Suthay-raht & Suthay[edit]

Suthay-raht are similar in height and build to the race of man, the Suthay-raht are one of the most common breeds of Khajiit. Their coloring ranges from dark gray and brown to white, both with and without stripes and spots. Suthay are similar to the Suthay-raht in all respects, save that they are of lesser stature.

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.
Size. Height: 4’8-6’6 Weight: 100-170 lbs. Your size is Medium.

Cathay & Cathay-raht[edit]

Cathay are a Khajiiti form determined by Lunar Lattice (ja'Kha'jay): when moon Masser is waxing and Secunda is full. Similar to the Suthay-raht in appearance and bipedalism, however they possess greater stature and strength. Cathay-raht are a Khajiiti form determined by Lunar Lattice (ja'Kha'jay): when moons Masser and Secunda are waxing. Larger and stronger than the Cathay, the Cathay-raht are often described by non-Khajiit races as "jaguar-men".

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Size. Height: 5’0-7’0 Weight: 120-190 lbs. Your size is Medium.

Ohmes & Ohmes-raht[edit]

Ohmes are similar in many ways to the Humans and elves. In order to avoid being mistaken as one of them, many Ohmes tattoo their faces to resemble a feline-aspect. Ohmes take advantage of other races' preference to their appearance to serve in positions of ambassadorship and trade. Ohmes-raht are similar to the normal Ohmes, save for their tails and short, light-colored fur, the Ohmes-raht may easily be mistaken at a distance. Unlike the many other species of Khajiit who walk like cats upon the balls of their feet, the Ohmes-raht walk upon their heels.

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Size. Height: 4’2-6’0 Weight: 90-125 lbs. Your size is Medium.

Tojay & Tojay-raht[edit]

Little is known of the Tojay, except that they live in the southern marshes and jungle regions of Elsweyr, as well as the Tenmar forest. The Tojay-raht is a larger version of the Tojay.

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Size. Height: 4’6-6’0 Weight: 100-130 lbs. Your size is Medium.

Reference[edit]

  1. "Lore:Khajiit". Unofficial Elder Scrolls Pages. Retrieved 16 October 2015.



Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors