DracoKnight
2015-05-26, 05:44 AM
Khajiit
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence or Wisdom score increases by 1.*
Age. Khajiit reach maturity at around 10 years old, and live to be about 90 years old.
Alignment. Khajiit are looked down upon by most, and this has forced them to do what they must to survive. They tend towards being chaotic beings, but individuals make a conscious choice for good or evil, with some making the decision to stay on the edge of the two.
Size. Khajiit stand between 5 and 6 feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You can see 120 feet in darkness. You see everything in shades of grey, but this does not hinder your ability to perceive or investigate in the dark.
Khajiit Weapon Training. You are proficient with Battle Claws. If you are using a class feature that specifies a type of weapon, a Khajiit may use these instead.
Feline Agility. You are proficient in the Stealth and Acrobatics skills.
Catfall. When you are falling you may make a Dexterity saving throw. If you succeed you take no damage, if you fail you take half damage. The Save DC for this Saving Throw is 15.
Claws. You are proficient with your unarmed strikes which deal 1d4 slashing damage. You may use your Strength or Dexterity for these attacks. Your unarmed strikes do not count as Finesse.
Languages. You can read, write, and speak Common and Undercommon.
Khajiit are looked down upon by most, so some turn to thievery, and using their stealth for selfish gain. Others, however, might use the condescension of other races as the focal point for their personal meditation. Khajiit should make good Rogues or Monks.
Khajiit Weapon Training
Battle Claws 100gp 1d8 Slashing 1 lbs. Light, Finesse, Exotic
This weapon was homebrewed by me, using the rules set out here: http://www.giantitp.com/forums/showthread.php?378583-Weapon-Damage-Logic-Hot-to-Homebrew-and-Why-Some-Weapons-are-Trap-Options
The battle claws were made to basically to give the Khajiit something unique to them (for combat) that others could only get through the Weapon Master Feat. You would still have to pay for them, as they're not part of any starting equipment (I will explain).
The basis for their damage die: as laid out in the link I have posted above, everything starts with 1d10.
1d10+light = 1d8
1d8+finesse = 1d6
1d6+exotic = 1d8
Exotic is a weapon drawback that my DM and I agreed upon so that not just any character could get these without a feat. It's basically so that no character can start out with these (which, aesthetically, are gauntlets with retractible blades that act as an extension of the Khajiit/Aarakocra/Razorclaw Shifter's claws, or just as a concealed slashing weapon for other races) and you would have to spend an ASI to get them.
Please give me your feedback on the Khajiit, the weapon has (obviously) already been approved by my DM, and I only included it for the sake of clarity when giving your thoughts on the balance of the Khajiit against the other races of 5e :)
Thank you! :D
*WotC did something similar in their recent Unearthed Arcana: Waterborne Adventures with the Kyrnn Minotaur which got to choose which stat it's second ASI went into (the choice was between Strength, Intelligence, and Wisdom).
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence or Wisdom score increases by 1.*
Age. Khajiit reach maturity at around 10 years old, and live to be about 90 years old.
Alignment. Khajiit are looked down upon by most, and this has forced them to do what they must to survive. They tend towards being chaotic beings, but individuals make a conscious choice for good or evil, with some making the decision to stay on the edge of the two.
Size. Khajiit stand between 5 and 6 feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You can see 120 feet in darkness. You see everything in shades of grey, but this does not hinder your ability to perceive or investigate in the dark.
Khajiit Weapon Training. You are proficient with Battle Claws. If you are using a class feature that specifies a type of weapon, a Khajiit may use these instead.
Feline Agility. You are proficient in the Stealth and Acrobatics skills.
Catfall. When you are falling you may make a Dexterity saving throw. If you succeed you take no damage, if you fail you take half damage. The Save DC for this Saving Throw is 15.
Claws. You are proficient with your unarmed strikes which deal 1d4 slashing damage. You may use your Strength or Dexterity for these attacks. Your unarmed strikes do not count as Finesse.
Languages. You can read, write, and speak Common and Undercommon.
Khajiit are looked down upon by most, so some turn to thievery, and using their stealth for selfish gain. Others, however, might use the condescension of other races as the focal point for their personal meditation. Khajiit should make good Rogues or Monks.
Khajiit Weapon Training
Battle Claws 100gp 1d8 Slashing 1 lbs. Light, Finesse, Exotic
This weapon was homebrewed by me, using the rules set out here: http://www.giantitp.com/forums/showthread.php?378583-Weapon-Damage-Logic-Hot-to-Homebrew-and-Why-Some-Weapons-are-Trap-Options
The battle claws were made to basically to give the Khajiit something unique to them (for combat) that others could only get through the Weapon Master Feat. You would still have to pay for them, as they're not part of any starting equipment (I will explain).
The basis for their damage die: as laid out in the link I have posted above, everything starts with 1d10.
1d10+light = 1d8
1d8+finesse = 1d6
1d6+exotic = 1d8
Exotic is a weapon drawback that my DM and I agreed upon so that not just any character could get these without a feat. It's basically so that no character can start out with these (which, aesthetically, are gauntlets with retractible blades that act as an extension of the Khajiit/Aarakocra/Razorclaw Shifter's claws, or just as a concealed slashing weapon for other races) and you would have to spend an ASI to get them.
Please give me your feedback on the Khajiit, the weapon has (obviously) already been approved by my DM, and I only included it for the sake of clarity when giving your thoughts on the balance of the Khajiit against the other races of 5e :)
Thank you! :D
*WotC did something similar in their recent Unearthed Arcana: Waterborne Adventures with the Kyrnn Minotaur which got to choose which stat it's second ASI went into (the choice was between Strength, Intelligence, and Wisdom).