Ability Score Increases:
The Khajiit hail from the lands of Elsweyr. A conglomerate of two nations; Anequina and Palletine, it is a land of temperate jungles and arid deserts. The Khajiit are diverse in their martial arts, magical understanding, physical fighting styles, and culture. For all their differences, the Khajiit are an athletic and lithe race of feline beastfolk. As a Khajiit, you gain a +2 to your Dex.
The Suthay-raht Khajiit are a smaller variant of Khajiit. While still agile and athletic, they have exercised their persuasive and manipulative skills in order to avoid confrontation. Suthay-raht are rarely seen and get in and out of places quickly and typically without notice. As a Suthay-raht, you gain a +1 to your Cha.
The Cathay-raht are larger variations of Khajiit. They focus their training on brute force more than the lithe machinations of your typical Khajiit. However, they know that brute force cannot accomplish everything, and have exercised wit with wily thinking to handle situations. As a Cathay-raht, you gain a +1 to your Wis.
The Ohmes-raht are an example of your typical Khajiit. They are the same size as humans but have very distinct feline-like appearances. These are the more commonly seen Khajiit the world over. While they can be acrobatic and agile like other Khajiit, they do focus on a bit of strength as well, in case their more subversive acts do not see things through. As an Ohmes-raht, you gain a +1 to your Str.
Languages:
As a Khajiit, you can speak, read, and write, Tamrielic, Ta'agra, and one other language of your choice that you and your DM agree is appropriate.
Creature Type/Size:
You are a Medium-sized Humanoid.
Speed:
Your base movement speed is 30 ft.
Darkvision:
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 discern colors in that darkness only as shades of gray
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.
Cat's Talent:
You have proficiency in the Perception and Stealth skills.
Cat's Claw:
You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Lunar Blessing:
The phases of the moons of Nirn are responsible for a lot of things in the Khajiit way of life. This reverence does not go unnoticed. As an action, a Khajiit may activate this ability to restore HP to themselves or a party member. The Khajiit must be able to touch the person they wish to heal. The amount of healing this ability does is equal to their level. To use this ability again, the Khajiit must finish a long rest.