There are some people who are never alone. They are born into a group, raised by the group, and move with the group. This is not just some community. This is the pack, a collection of beings so close in purpose as to be nearly a single unit. They are small, rarely comprising more than two dozen individuals (although it’s not unknown for several packs to join into a larger community). Bands of hunters or soldiers, gangs of street urchins, bandit crews, or a group of cataclysm survivors are all examples of types of packs. Some packs are relatively peaceful, enjoying safety in numbers and working together for the good of all of them. Others are bloodthirsty and fierce, with the strongest keeping the weakest in line with threats or the actuality of violence.
Not every pack stays together forever, however. Some packs disband when their leader dies, while some are broken apart by chance or misfortune. Some individual packmates may be forcibly separated from their pack or choose to leave. In any of these cases, no matter how much the person enjoys being without their old pack, they still find comfort in being with others.
Characters raised in this culture share the following traits:
Friends to the End. You gain an extra contact, one of your former packmates. No matter the status of your former pack or your relation to them, this person is willing to work with you and help you out from time to time.
Menacing. Being part of the pack means keeping outsiders out. You are proficient in the Intimidation skill.
Pack Tactics. After you complete a long rest, choose an ally. You gain an expertise die on attack rolls against a creature if you are within 5 feet of that ally and the ally isn’t incapacitated.
The Strength of Many. You draw strength from the presence of your packmates. If you miss with an attack roll or fail an ability check or saving throw, and you can see or hear the ally you chose from the Pack Tactics trait, you can roll a d6 and add that to your roll. Once you use this trait, you can’t use it again until you finish a long rest.
Languages. You can speak, read, write, and sign in Common and one other language.