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.
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.
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