Khajiit (jirchnive elsword)
Khajiit (jirchnive elsword)
Sheet
AC 16 · HP 133 · 30 ft., climbing 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
30 featuresBonus action
- Cunning ActionLevel 2
When On Khajiit's turn.
Khajiit uses his bonus action to Dash, Disengage, or Hide.
- Thief: Fast Hands and Second-Story WorkLevel 3
As a Thief, Khajiit can use his bonus action for Fast Hands, allowing him to make a Dexterity check with thieves' tools, use an object, or use a hand-sized object as a bonus action. He also gains Second-Story Work, gaining a climbing speed equal to his walking speed and adding his Dexterity modifier to running jump distance.
- EvasionLevel 7
Khajiit's body becomes difficult to surprise. On his turn, he can use a bonus action to make a Dexterity check to climb, jump, or swim, and he gains advantage on initiative rolls when he is not surprised.
Always on
- Precise Strike
When Khajiit hits with a finesse weapon and qualifies for Sneak Attack.
Khajiit makes a melee weapon attack with a shortsword or dagger, adding 10d6 Sneak Attack damage once per turn when the conditions are met.
- Feline Agility
When Khajiit moves on his turn after not moving during the previous turn.
Khajiit uses Feline Agility to double his speed until the end of the current turn, then cannot use it again until he moves 0 feet on one of his turns.
- Thief's Reflexes
When The first round of combat.
Khajiit makes two turns during the first round of combat, with the second turn at his initiative minus 10, unless surprised.
- Stroke of LuckLevel 20
When Khajiit fails an attack roll, ability check, or saving throw.
Khajiit turns one failed attack roll, ability check, or saving throw into a success.
- Sneak AttackLevel 1
Khajiit deals an extra 10d6 damage once per turn when he hits with a finesse or ranged weapon and has advantage, or when an eligible ally is within 5 feet of the target and he does not have disadvantage.
- Thieves' CantLevel 1
Khajiit can use thieves' tools and understands thieves' cant, a secret mixture of coded language, signs, and symbols used by rogues.
- ExpertiseLevel 1
Khajiit gains expertise in four proficient skills or tools. His expertise applies to Acrobatics, Deception, Sleight of Hand, and Stealth, doubling his proficiency bonus for those checks.
- Ability Score ImprovementLevel 4
Khajiit gains an Ability Score Improvement. His Dexterity increased by 2.
- Uncanny DodgeLevel 5
Khajiit can halve the damage from one weapon attack that hits him by using his reaction.
- ExpertiseLevel 6
Khajiit's proficiency bonus is doubled for four additional proficient skills or tools. His expertise applies to Sleight of Hand and Stealth, in addition to his existing expertise.
- Ability Score ImprovementLevel 8
Khajiit gains an Ability Score Improvement. His Dexterity increased by 2.
- Thief: Supreme SneakLevel 9
Khajiit gains Supreme Sneak, granting advantage on a Dexterity (Stealth) check if he moves no more than half his speed on the same turn.
- Ability Score ImprovementLevel 10
Khajiit gains an Ability Score Improvement. His Charisma increased by 2.
- Slippery MindLevel 15
Khajiit can be proficient in a saving throw he lacks. He gains proficiency in Wisdom saving throws.
- Ability Score ImprovementLevel 12
Khajiit gains an Ability Score Improvement. His Charisma increased by 2.
- BlindsenseLevel 14
Khajiit gains Blindsense, allowing him to detect the location of any creature within 10 feet that he can hear, provided he is not deafened.
- Ability Score ImprovementLevel 16
Khajiit gains an Ability Score Improvement. His Charisma increased by 2.
- Thief: Thief's ReflexesLevel 17
Khajiit gains Thief's Reflexes, allowing him to take two turns during the first round of combat, provided he is not surprised. He takes his second turn at his normal initiative minus 10.
- Reliable TalentLevel 11
Khajiit's proficiency bonus applies to every ability check for which he lacks proficiency, and any roll of 9 or lower on the d20 counts as a 10.
- ElusiveLevel 18
Attack rolls against Khajiit cannot have advantage while he is not incapacitated.
- Ability Score ImprovementLevel 19
Khajiit gains an Ability Score Improvement. His Charisma increased by 2.
- TraitTabaxiDarkvision, Khajiit can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, treating darkness as grayscale.
- TraitTabaxiFeline Agility, when Khajiit moves on his turn after not moving during the previous turn, he can double his speed until the end of that turn. He cannot use this trait again until he moves 0 feet on one of his turns.
- TraitTabaxiCat's Claws, Khajiit has a climbing speed of 20 feet and can use his claws to make unarmed strikes dealing 1d4 slashing damage plus his Strength modifier.
- TraitTabaxiCat's Talent, Khajiit is proficient in Perception and Stealth.
- TraitTabaxiLanguages, Khajiit can speak, read, and write Common and one other language. He speaks Tabaxi.
- City SecretsUrchin
Khajiit knows the secret patterns of cities, including hidden alleys, criminal contacts, shortcuts, and places where he can find shelter or food. He can move through urban environments quickly and locate enough basic necessities to survive.
Gear
12 itemsWeapons
- ShortswordA finesse melee weapon used for precise strikes.
- 2×DaggerA finesse melee weapon carried as a backup.
- ShortbowA short ranged weapon with a quiver of ammunition.
- Small knifeA small knife used by Khajiit during his years among street children.
Armor
- Leather armorLight protective armor made from supple cured leather.
Tools
- Thieves' toolsTools for opening locks and disarming traps.
- Disguise kitA disguise kit used to pass unnoticed among servants, merchants, and criminals.
Gear
- 20×ArrowsAmmunition for Khajiit's shortbow.
- Burglar's packA pack containing a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Token from his parentsA token from his childhood, valuable only because it reminds him of a life before the fall.
- Family signet ringA plain brass band to others, but a golden Elsword signet ring to Khajiit's eyes.
Purse
- 10×Gold piecesCoins saved, stolen, or earned during Khajiit's life in the streets.
Appearance
Khajiit is a five-foot-tall male tabaxi with silvery fur, deep amber eyes, and a lean, light-footed build. He wears fitted leather armor beneath a weathered dark cloak, with soft boots designed for silent movement. He tends to wait balanced on the balls of his feet, tail held low and perfectly still, as though ready to spring. In crowded rooms he occupies less space than seems possible, often standing at the edge of a group where he can watch every exit. He carries a ring that appears to everyone else to be a plain brass band, but which he sees as a golden signet bearing his lost family's crest.
Mannerisms
Khajiit speaks of himself in the third person, especially when agitated or discussing his birth. He watches people's hands rather than their faces, silently counts doors and windows, and lowers his center of gravity whenever danger is near. When someone mentions royalty or divine authority, his tail flicks once, sharply, before he answers in a controlled voice.
Personality
Khajiit is skeptical, secretive, and relentlessly observant. He rarely accepts a story at face value and prefers to learn what people fear before learning what they want. He can be unexpectedly gentle toward abandoned children, enslaved people, animals, and anyone trapped beneath someone else's power. Though he presents himself as cold and self-sufficient, he is fiercely loyal once someone proves they will not sell him out.
Ideals
Freedom belongs to those willing to seize it. No crown, bloodline, temple, or divine decree has the right to decide who deserves to live safely.
Bonds
Khajiit keeps the false brass ring that is truly his family's golden signet. He will reclaim the Elsword name, expose the Farsil conspiracy, and tear down every noble house and royal court that profits from the suffering of others. He also intends to challenge the gods themselves, believing their silence proves that divinity is either corrupt or worthless. He does not know that a forbidden curse prevented the deities and their servants from aiding his family.
Flaws
Khajiit assumes every kindness hides a price and every institution conceals a betrayal. His hatred of nobles, royals, temples, and gods can override caution, making him provoke enemies who should be studied or avoided. He refuses to admit that his crusade may be consuming the last decent parts of him.
Quirks
Background
Khajiit was born into House Elsword, a noble family whose wealth and influence rested on old treaties, careful charity, and devotion to the gods. His birth name was Jirchnive Elsword, but a forbidden curse placed upon the family stripped him of the ability to speak either his given name or his family name. As a child, he discovered that he could still speak by calling himself Khajiit and referring to himself in the third person. The name began as a childish workaround, then became the only identity he could safely keep. His family's enemies, the Farsils, cultivated jealousy among rival nobles and arranged the destruction of House Elsword. The household was murdered, its lands seized, and the young heir sold into slavery before the courts or temples could intervene.
“As a child, he discovered that he could still speak by calling himself Khajiit and referring to himself in the third person.”
- Background
- Urchin
Connections
Species
Tabaxi
Media
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