The Silent Pact
The Silent Pact
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Team Gesture Language: "The Silent Pact"
This system is designed to be simple, intuitive, and effective in chaotic combat situations. It uses hand signals, body movements, and visual cues to communicate key information. It’s designed to become 2nd nature. We can adopt finger movements or whatever we decide to help better Communicate in social encounters, when things need to be said without words being used. Communication is key no matter the situation and always having a form is a must. Before too long we will be communicating with adopted actions that are just as much a part of your natural movement and actions, making it one fluid motion. I considered our group composition in coming up with this and to show the world Natures Fury when we come together as one very versatile perfect storm. I am not considering Zephyr in any of our fighting tactics because he will not always be with us, and he is not a warrior, anyway.
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Core Team Signals (Universal for All Members)
These are the basic signals that everyone in the party can use and understand:
Stop/Freeze: Raise a closed fist.
Use this to halt movement or warn of danger.
Enemy Spotted: Point two fingers at your eyes, then point in the direction of the enemy.
Regroup: Make a circular motion with your hand above your head.
Signals the party to gather at a specific location.
Attack Now: Point forward with a sharp motion, then mimic a weapon strike.
Indicates an immediate attack on the target.
Retreat: Wave one hand backward in a sweeping motion.
Signals the party to fall back or reposition.
Help Needed: Tap your chest twice, then point to yourself.
Indicates that you are in trouble and need assistance.
Focus Fire: Hold up one finger and point at a specific target.
Signals the party to concentrate attacks on a single enemy.
Advance Slowly: Hold one hand out, palm down, and move it forward in a slow, Deliberate motion.
Signals the party to move cautiously.
Enemy Count: Hold up fingers to indicate the number of enemies spotted. For larger numbers, flash fingers multiple times (e.g., flash five fingers twice for ten enemies).
Split Up: Cross both arms in front of your chest, then sweep them outward. Indicates the party should divide into smaller groups.
Hold Fire: Raise one hand in a "stop" gesture, then mimic pulling back a bowstring but not releasing.
Signals ranged attackers to hold their shots.
Trap Disarmed: Make a chopping motion with one hand, then point to the ground. Indicates that a trap has been neutralized.
Prepare for Ambush: Tap your shoulder twice, then point to a hiding spot.
Warns the party to get into position for a surprise attack.
Focus Target: Point to an enemy and make a circular motion with your finger
Indicates that this enemy should be the primary focus for attacks.
Target Down: Extend one arm and let it drop slowly, palm down.
Signals that a targeted enemy has been defeated.
Target Weak Point: Point at a specific area on the enemy (like the head or leg) and tap your own body at the same spot.
Indicates where the enemy is most vulnerable or where to aim for maximum damage.
Stun or Disable Target: Make a "stop" gesture followed by a double fist pump. Informs the party that the goal is to incapacitate the target rather than kill.
Mark for Spells: Draw a star shape in the air and point at the target.
Signals that a spell should be cast on the marked enemy, such as Hex or Hunter's Mark.
Time to Move: Hold your wrist with one hand and make a forward motion with the other.
Signifies that it's time to move to a new location or advance.
Check Your Six: Give a quick look over one shoulder with a pointed finger.
Warns party members to be aware of potential threats from behind.
Hold for a Moment: Raise one finger to your lips in a "shh" gesture.
Indicates the need for silence and caution, perhaps to listen for enemy movements.
Break Formation: Make a zigzag motion with your hands.
Signals the party to disperse to avoid area attacks or to confuse the enemy.
Create a Diversion: Make an exaggerated "throwing" motion away from the group.
Signals that someone should create a distraction to draw enemy attention elsewhere.
Reinforcements Required: Make a pulling motion with both hands towards yourself and then point in the direction of the needed support.
Indicates that backup is needed at a specific location.
Prepare for a Charge: Clench both fists and nod your head forward.
Signals the party to prepare for a coordinated attack or charge at the enemy.
Signal for Retreat: Wave both arms in a downward motion, then point back.
Indicates that the group should withdraw to a safer position.
Use Caution: Hold one hand up with fingers spread wide and shake it gently.
Warns fellow party members to be careful, perhaps due to an unseen threat or hazard.
Alternate Roles: Cross one arm over the other and then uncross them in a sweeping motion.
Signals that it's time to change tactics or roles, such as switching from offense to defense.
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Lev (Warcleric) : Role: Healer, Main Tank in most scenarios. In most scenarios I aim to be the main target, and I bring these Symbols to our group and can be used by anyone to direct my actions.
Healing Ready or You need Healing: Place one hand over your heart, then extend it outward.
Indicates that healing is available or incoming.
Buff Incoming: Raise both hands upward as if lifting something.
Signals that a spell like Bless or Shield of Faith is being cast.
Defensive Position: Cross arms in front of your chest.
Indicates the need to hold ground or prepare for defense.
Smite : Clench one fist and raise it high, then bring it down in a hammering motion.
Indicates readiness to use a powerful melee or divine attack.
Turn Undead: Extend both arms outward, palms facing away, as if pushing something back.
Signals the use of Turn Undead to repel undead creatures.
Divine Shield: Mimic holding a shield in front of you, then tap it twice.
Indicates the use of a defensive spell or ability to protect the party.
Bless Incoming: Draw a small cross or holy symbol in the air with your finger.
Signals that the Bless spell is about to be cast.
Enemy Weakness: Point at an enemy, then make a breaking motion with your hands.
Indicates that the enemy has a vulnerability or is weakened.
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Dorian (Ranger): Role: Range / Frontline, Damage, Can start off range and Easily Transition between, Secondary Scout when it demands. They can be used by anyone to signal a certain task, but just on observation you bring these abilities to mind.
Enemy Tracks Found: Mimic a walking motion with two fingers on your palm.
Signals that tracks or signs of enemies have been discovered.
Ranged Attack Ready: Mimic drawing a bowstring.
Indicates readiness to fire a ranged weapon.
Trap or Hazard: Point to the ground and make an "X" with your arms.
Warns of a trap or environmental danger.
Scout Ahead: Point to your eyes, then gesture forward with two fingers.
Signals that the Ranger will move ahead to scout.
Set Trap: Mimic placing something on the ground, then make a snapping motion with your hands.
Indicates the Ranger is setting a trap or snare.
Silent Kill: Draw a finger across your throat, then point to a specific target.
Signals the intent to take out an enemy quietly.
Animal Companion Action: Point to your animal companion, then make a specific gesture (e.g., claw motion for attack, pawing motion for tracking).
Directs the animal companion to take a specific action.
Enemy Flanking: Point to the side with one hand, then make a circling motion with the other.
Warns the party that enemies are attempting to flank.
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Lilly and Cathylnn (Druids): Role: One Secondary Tank/ Other Primary Caster. Can easily Swap out to Secondary Tank, with other druid when Spells run low or Situation Demands a Swap. I have noticed that you both bring these types of abilities to our group and can be used by anyone to signal a specific action you need to take.
Wild Shape Incoming: Hold both hands up like claws.
Signals that a Druid is about to transform into an animal.
Area Spell Ready: Draw a large circle in the air with both hands.
Indicates that an area-of-effect spell (like Entangle or Spike Growth) is being prepared.
Nature Aid: Mimic a tree growing by raising one hand slowly upward.
Signals that nature-based magic (like Goodberry or Healing Spirit) is being used.
Call for Wild Shape: Hold both hands up like claws, then mimic the animal you intend to transform into (e.g., flap arms for a bird, growl motion for a wolf).
Signals the type of Wild Shape the Druid will take.
Nature Hazard Incoming: Point to the ground, then mimic vines growing upward with your fingers.
Warns the party of an incoming spell like Entangle or Spike Growth.
Healing Spirit Ready: Hold both hands together as if cradling something, then lift them upward.
Indicates that the Healing Spirit spell is about to be cast.
Speak with Animals: Point to your mouth, then mimic animal ears with your hands.
Signals the use of Speak with Animals to gather information.
Elemental Magic Incoming: Mimic the element being used (e.g., wave fingers for fire, ripple motion for water, fist for earth, fluttering fingers for air).
Indicates the type of elemental spell being prepared.
Gathering Information: Circle your paw in the air and then point to your ears.
Signals that the Druid is listening for nearby threats or information.
Dangerous Terrain: Tap your paw on the ground and then mimic slipping or stumbling.
Indicates that the terrain ahead is hazardous, such as difficult terrain or traps.
Assist with Healing: Nuzzle or gently touch the ground with your snout and then tap your chest.
Signals that the Druid is ready to assist with healing or restorative magic.
Forming a Pack: Make a sweeping motion with your paw to indicate gathering others.
Signals that the Druid wants to regroup or form a protective circle around allies.
Communicate with Animals: Flutter your ears or mimic a chirping sound.
Indicates the Druid is communicating with nearby animals for assistance or information.
Environmental Signals:
Difficult Terrain Ahead - Wave hand low to ground in zigzag motion
Safe Rest Spot - Cross arms over chest in "sleep" position
Water Source - Make drinking motion with hand
Can't Move - Pat legs then make stop motion (useful for entangle, restraints, etc.)
Move to Choke Point: - Put hand up to throat and Point. We are to move to this position ASAP using our method of engagement and disengagement.
Spellcasting Priority Signals:
Save Your Spell Slots - Cross your heart then make a "wait" gesture
Use Lower Level Spell - Point downward while making a casting motion
Cast Now - Tap your temple twice then point at target
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Emergency Signals
These are critical signals for urgent situations:
Ambush Warning: Rapidly wave both hands above your head.
Warns the party of an incoming ambush or sudden danger.
Low Resources: Tap your belt or pouch repeatedly.
Indicates that you are running low on spells, arrows, or other resources.
Immediate Silence Needed: Place a finger over your lips, then point downward.
Signals the need for absolute silence, useful for stealth or avoiding detection.
Retreat and Hide: Point backward, then crouch low.
Indicates the need to retreat and take cover.
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Animal Form Communication (For Druids in Wild Shape)
When the Druids are in Wild Shape, they can use animal-specific behaviors to communicate:
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Danger Nearby: Growl or hiss softly while looking in a specific direction.
Follow Me: Paw the ground or stomp, then move a few steps forward.
Enemy Spotted: Perk ears or tilt head toward the enemy.
Need Help: Lie down or make a distressed sound
Lead the Way: Walk a few steps forward, then look back at the party.
Signals the Druid is guiding the group.
Danger Overhead: Look up and growl or make a warning sound.
Warns the party of aerial threats.
Enemy Nearby: Sniff the air, then crouch low.
Indicates that an enemy is close but not yet visible.
Safe Path: Paw the ground gently, then move forward confidently.
Signals that the path ahead is clear.
Need Assistance: Lie down and whimper or make a distressed sound.
Indicates that the Druid needs help or is in trouble.
Duration of Druid form about to End: Rapid Taps followed by a circular motion.
Combat Status Indicators:
Almost Dead - Tap your neck, then hold up fingers to show HP remaining
Used Action Surge/Wild Shape/Channel Divinity - Tap the corresponding resource location (like belt for Action Surge) then shake head
Have Advantage - Quick thumbs up followed by pointing at target
Have Disadvantage - Quick thumbs down followed by pointing at target
Distance Modifiers:
For signals about enemies/objects, finger count after signal to indicate rough distance in increments of 10 feet
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Battle Formations
Use these signals to coordinate movement and positioning during combat:
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Line Formation: Hold both arms straight out to the sides.
Signals the party to form a line, useful for blocking enemies or protecting weaker members.
Flank Left/Right: Point to the left or right with two fingers, then make a sweeping motion.
Indicates that the party should split and flank the enemy.
Surround Target: Make a circular motion with one finger, pointing at the target.
Signals the party to encircle an enemy.
Hold Position: Raise both hands, palms outward.
Indicates that the party should stay in their current positions.
Triangle Formation: Form a triangle with your hands.
Signals the party to form a triangular formation, useful for protecting a central caster or healer.
Protect the Rear: Point backward with one hand, then make a shield motion with the other.
Indicates the need to guard the rear of the group.
Pinch Maneuver: Make a pinching motion with your fingers, then point to both sides of the enemy.
Signals the party to attack from both flanks simultaneously.
Advance in Cover: Crouch slightly and move one hand forward in a zigzag motion.
Indicates the party should move forward while staying behind cover.
Hold the Line: Stomp one foot, then extend both arms outward as if blocking.
Signals the party to hold their ground and prevent enemies from advancing.
Immediate Danger: Cross both arms in an "X" above your head, then point to the source of danger.
Warns the party of an immediate threat.
Out of Spells: Shake your hands as if empty, then tap your head.
Indicates that you are out of spell slots or magical resources.
Enemy Reinforcements: Point to the horizon in a circular motion, then hold up multiple fingers.
Warns the party that more enemies are approaching.
Surrounded: Spin in a circle with both arms outstretched.
Indicates that the party is surrounded by enemies.
Call for Silence: Place both hands over your ears, then point to the group. Signals the need for the Silence spell to be cast.
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Acknowledgment System:
a quick nod or thumbs up to confirm signal received
a quick head shake or wave off to indicate "cannot comply"
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Core Universal Signals
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These are core Universal Signals that we can easily build from. We will start out with these. It is always best when establishing a new from of communication that all of us be involved with the foundation process for multiple reasons; easier understanding, quicker mastery…making it truly our own, while also altering / adding anything I HAVE missed etc, etc,. I chose visual first because I believe it to be the most effective to cover most situations; combat, social, scouting, etc,. We will start with these Universal and slowly integrate more in as we get better, but this is our foundation for The Silent Pact.
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Combat Essentials
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• STOP/DANGER - Raised closed fist
o Universal signal to freeze and be alert
o Can be used both in and out of combat
• ENEMY SPOTTED - Two fingers to eyes, then point
o Follow with number of fingers to show enemy count
o For numbers above 5, flash fingers multiple times
• ATTACK NOW - Sharp forward point + weapon motion
o Can be modified by pointing at specific target first
o All available party members should engage
• NEED HELP - Two chest taps + point to self
o Urgent assistance needed
o Nearest ally should respond
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Resource Status
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• LOW RESOURCES - Pat equipment pouch/component pouch
o Follow with fingers showing how many spell slots/resources remaining
o Critical for spell coordination
• NEED HEALING - Touch heart then flash 5 fingers twice
o Emergency version: Rapid heart touches
o War Cleric should prioritize response
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Movement & Positioning
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• REGROUP - Circular motion above head
o Party should gather at signal maker's location
o Use when split party needs to reunite
• RETREAT - Backward sweeping motion
o Immediate withdrawal needed
o Move toward last safe position
• HEALING READY or NEED HEALING- Hand over heart, then extend
o Follow with finger count for spell level
o Point to intended target
• BLESS INCOMING - Draw cross in air
o Point to intended recipients
o Wait for acknowledgment before casting
• TRAP/HAZARD - X motion with arms
o Point to location
o Follow with severity indication (1-3 fingers)
• SCOUTING - Point to eyes then with fingers make a walking motion forward
o Will move ahead to check area
o Wait for "all clear" before following
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Druid Signals (Including while in Wild Shape)
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• WILD SHAPE READY - Raise hands like claws
o Follow with quick animal mime for intended form
o Use for both combat and scouting intention
• NATURE HAZARD - Ground point + rising motion
o Used for alerting to difficult terrain
o Also for spotting natural dangers
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Emergency Signals
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Critical Status
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• IMMEDIATE SILENCE - Finger to lips + downward point
o Complete silence required
o Hold until "all clear"
• SURROUNDED - Spin with arms out
o Immediate threat from multiple directions
o Prepare for combat
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Tactical Priorities
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• FOCUS TARGET - Point and circle finger
o All attacks should focus on this target
o Maintain focus until target down or new signal
• HOLD POSITION - Both palms forward
o Stay in current position
o Maintain until new signal
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Signal Modifiers
Universal Modifiers
• URGENCY - Precede any signal with two quick chest taps
o Indicates immediate action required
o Takes priority over current actions
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• ACKNOWLEDGMENT
o Quick nod or One of anything; one tap, one finger flash; = understood/will comply
o Quick head shake or Two of anything; two quick taps, two flash of fingers; = cannot comply
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Distance Indicators
• Close (within 30 feet) - One finger after signal
• Medium (30-60 feet) - Two fingers after signal
• Far (60+ feet) - Three fingers after signal
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Alternate Roles: Cross one arm over the other and then uncross them in a sweeping motion.
• Signals that it's time to change tactics or roles, such as switching from offense to defense.
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Always confirm signals are received before acting
Use urgent modifier sparingly - only for true emergencies
When in doubt, default to basic STOP signal and reassess
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Animal Form Communication (For Druids in Wild Shape)
When the Druids are in Wild Shape, they can use animal-specific behaviors to communicate; I have noticed the inability to communicate effectively with our Druids while in animal form. To save them from having to waste their wildshape these can be easily used to function with almost any animal:
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Danger Nearby: Growl or hiss softly while looking in a specific direction.
Follow Me: Paw the ground or stomp, then move a few steps forward.
Enemy Spotted: Perk ears or tilt head toward the enemy
Need Help: Lie down or make a distressed sound
Lead the Way: Walk a few steps forward, then look back at the party.
Signals the Druid is guiding the group.
Danger Overhead: Look up and growl or make a warning sound.
Warns the party of aerial threats.
Enemy Nearby: Sniff the air, then crouch low.
Indicates that an enemy is close but not yet visible.
Safe Path: Paw the ground gently, then move forward confidently.
Signals that the path ahead is clear.
Need Assistance: Lie down and whimper or make a distressed sound.
Indicates that the Druid needs help or is in trouble.
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________________________________________
Team Gesture Language: "The Silent Pact"
This system is designed to be simple, intuitive, and effective in chaotic combat situations. It uses hand signals, body movements, and visual cues to communicate key information. It’s designed to become 2nd nature. We can adopt finger movements or whatever we decide to help better Communicate in social encounters, when things need to be said without words being used. Communication is key no matter the situation and always having a form is a must. Before too long we will be communicating with adopted actions that are just as much a part of your natural movement and actions, making it one fluid motion. I considered our group composition in coming up with this and to show the world Natures Fury when we come together as one very versatile perfect storm. I am not considering Zephyr in any of our fighting tactics because he will not always be with us, and he is not a warrior, anyway.
________________________________________
Core Team Signals (Universal for All Members)
These are the basic signals that everyone in the party can use and understand:
Stop/Freeze: Raise a closed fist.
Use this to halt movement or warn of danger.
Enemy Spotted: Point two fingers at your eyes, then point in the direction of the enemy.
Regroup: Make a circular motion with your hand above your head.
Signals the party to gather at a specific location.
Attack Now: Point forward with a sharp motion, then mimic a weapon strike.
Indicates an immediate attack on the target.
Retreat: Wave one hand backward in a sweeping motion.
Signals the party to fall back or reposition.
Help Needed: Tap your chest twice, then point to yourself.
Indicates that you are in trouble and need assistance.
Focus Fire: Hold up one finger and point at a specific target.
Signals the party to concentrate attacks on a single enemy.
Advance Slowly: Hold one hand out, palm down, and move it forward in a slow, Deliberate motion.
Signals the party to move cautiously.
Enemy Count: Hold up fingers to indicate the number of enemies spotted. For larger numbers, flash fingers multiple times (e.g., flash five fingers twice for ten enemies).
Split Up: Cross both arms in front of your chest, then sweep them outward. Indicates the party should divide into smaller groups.
Hold Fire: Raise one hand in a "stop" gesture, then mimic pulling back a bowstring but not releasing.
Signals ranged attackers to hold their shots.
Trap Disarmed: Make a chopping motion with one hand, then point to the ground. Indicates that a trap has been neutralized.
Prepare for Ambush: Tap your shoulder twice, then point to a hiding spot.
Warns the party to get into position for a surprise attack.
Focus Target: Point to an enemy and make a circular motion with your finger
Indicates that this enemy should be the primary focus for attacks.
Target Down: Extend one arm and let it drop slowly, palm down.
Signals that a targeted enemy has been defeated.
Target Weak Point: Point at a specific area on the enemy (like the head or leg) and tap your own body at the same spot.
Indicates where the enemy is most vulnerable or where to aim for maximum damage.
Stun or Disable Target: Make a "stop" gesture followed by a double fist pump. Informs the party that the goal is to incapacitate the target rather than kill.
Mark for Spells: Draw a star shape in the air and point at the target.
Signals that a spell should be cast on the marked enemy, such as Hex or Hunter's Mark.
Time to Move: Hold your wrist with one hand and make a forward motion with the other.
Signifies that it's time to move to a new location or advance.
Check Your Six: Give a quick look over one shoulder with a pointed finger.
Warns party members to be aware of potential threats from behind.
Hold for a Moment: Raise one finger to your lips in a "shh" gesture.
Indicates the need for silence and caution, perhaps to listen for enemy movements.
Break Formation: Make a zigzag motion with your hands.
Signals the party to disperse to avoid area attacks or to confuse the enemy.
Create a Diversion: Make an exaggerated "throwing" motion away from the group.
Signals that someone should create a distraction to draw enemy attention elsewhere.
Reinforcements Required: Make a pulling motion with both hands towards yourself and then point in the direction of the needed support.
Indicates that backup is needed at a specific location.
Prepare for a Charge: Clench both fists and nod your head forward.
Signals the party to prepare for a coordinated attack or charge at the enemy.
Signal for Retreat: Wave both arms in a downward motion, then point back.
Indicates that the group should withdraw to a safer position.
Use Caution: Hold one hand up with fingers spread wide and shake it gently.
Warns fellow party members to be careful, perhaps due to an unseen threat or hazard.
Alternate Roles: Cross one arm over the other and then uncross them in a sweeping motion.
Signals that it's time to change tactics or roles, such as switching from offense to defense.
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Lev (Warcleric) : Role: Healer, Main Tank in most scenarios. In most scenarios I aim to be the main target, and I bring these Symbols to our group and can be used by anyone to direct my actions.
Healing Ready or You need Healing: Place one hand over your heart, then extend it outward.
Indicates that healing is available or incoming.
Buff Incoming: Raise both hands upward as if lifting something.
Signals that a spell like Bless or Shield of Faith is being cast.
Defensive Position: Cross arms in front of your chest.
Indicates the need to hold ground or prepare for defense.
Smite : Clench one fist and raise it high, then bring it down in a hammering motion.
Indicates readiness to use a powerful melee or divine attack.
Turn Undead: Extend both arms outward, palms facing away, as if pushing something back.
Signals the use of Turn Undead to repel undead creatures.
Divine Shield: Mimic holding a shield in front of you, then tap it twice.
Indicates the use of a defensive spell or ability to protect the party.
Bless Incoming: Draw a small cross or holy symbol in the air with your finger.
Signals that the Bless spell is about to be cast.
Enemy Weakness: Point at an enemy, then make a breaking motion with your hands.
Indicates that the enemy has a vulnerability or is weakened.
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Dorian (Ranger): Role: Range / Frontline, Damage, Can start off range and Easily Transition between, Secondary Scout when it demands. They can be used by anyone to signal a certain task, but just on observation you bring these abilities to mind.
Enemy Tracks Found: Mimic a walking motion with two fingers on your palm.
Signals that tracks or signs of enemies have been discovered.
Ranged Attack Ready: Mimic drawing a bowstring.
Indicates readiness to fire a ranged weapon.
Trap or Hazard: Point to the ground and make an "X" with your arms.
Warns of a trap or environmental danger.
Scout Ahead: Point to your eyes, then gesture forward with two fingers.
Signals that the Ranger will move ahead to scout.
Set Trap: Mimic placing something on the ground, then make a snapping motion with your hands.
Indicates the Ranger is setting a trap or snare.
Silent Kill: Draw a finger across your throat, then point to a specific target.
Signals the intent to take out an enemy quietly.
Animal Companion Action: Point to your animal companion, then make a specific gesture (e.g., claw motion for attack, pawing motion for tracking).
Directs the animal companion to take a specific action.
Enemy Flanking: Point to the side with one hand, then make a circling motion with the other.
Warns the party that enemies are attempting to flank.
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Lilly and Cathylnn (Druids): Role: One Secondary Tank/ Other Primary Caster. Can easily Swap out to Secondary Tank, with other druid when Spells run low or Situation Demands a Swap. I have noticed that you both bring these types of abilities to our group and can be used by anyone to signal a specific action you need to take.
Wild Shape Incoming: Hold both hands up like claws.
Signals that a Druid is about to transform into an animal.
Area Spell Ready: Draw a large circle in the air with both hands.
Indicates that an area-of-effect spell (like Entangle or Spike Growth) is being prepared.
Nature Aid: Mimic a tree growing by raising one hand slowly upward.
Signals that nature-based magic (like Goodberry or Healing Spirit) is being used.
Call for Wild Shape: Hold both hands up like claws, then mimic the animal you intend to transform into (e.g., flap arms for a bird, growl motion for a wolf).
Signals the type of Wild Shape the Druid will take.
Nature Hazard Incoming: Point to the ground, then mimic vines growing upward with your fingers.
Warns the party of an incoming spell like Entangle or Spike Growth.
Healing Spirit Ready: Hold both hands together as if cradling something, then lift them upward.
Indicates that the Healing Spirit spell is about to be cast.
Speak with Animals: Point to your mouth, then mimic animal ears with your hands.
Signals the use of Speak with Animals to gather information.
Elemental Magic Incoming: Mimic the element being used (e.g., wave fingers for fire, ripple motion for water, fist for earth, fluttering fingers for air).
Indicates the type of elemental spell being prepared.
Gathering Information: Circle your paw in the air and then point to your ears.
Signals that the Druid is listening for nearby threats or information.
Dangerous Terrain: Tap your paw on the ground and then mimic slipping or stumbling.
Indicates that the terrain ahead is hazardous, such as difficult terrain or traps.
Assist with Healing: Nuzzle or gently touch the ground with your snout and then tap your chest.
Signals that the Druid is ready to assist with healing or restorative magic.
Forming a Pack: Make a sweeping motion with your paw to indicate gathering others.
Signals that the Druid wants to regroup or form a protective circle around allies.
Communicate with Animals: Flutter your ears or mimic a chirping sound.
Indicates the Druid is communicating with nearby animals for assistance or information.
Environmental Signals:
Difficult Terrain Ahead - Wave hand low to ground in zigzag motion
Safe Rest Spot - Cross arms over chest in "sleep" position
Water Source - Make drinking motion with hand
Can't Move - Pat legs then make stop motion (useful for entangle, restraints, etc.)
Move to Choke Point: - Put hand up to throat and Point. We are to move to this position ASAP using our method of engagement and disengagement.
Spellcasting Priority Signals:
Save Your Spell Slots - Cross your heart then make a "wait" gesture
Use Lower Level Spell - Point downward while making a casting motion
Cast Now - Tap your temple twice then point at target
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Emergency Signals
These are critical signals for urgent situations:
Ambush Warning: Rapidly wave both hands above your head.
Warns the party of an incoming ambush or sudden danger.
Low Resources: Tap your belt or pouch repeatedly.
Indicates that you are running low on spells, arrows, or other resources.
Immediate Silence Needed: Place a finger over your lips, then point downward.
Signals the need for absolute silence, useful for stealth or avoiding detection.
Retreat and Hide: Point backward, then crouch low.
Indicates the need to retreat and take cover.
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Animal Form Communication (For Druids in Wild Shape)
When the Druids are in Wild Shape, they can use animal-specific behaviors to communicate:
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Danger Nearby: Growl or hiss softly while looking in a specific direction.
Follow Me: Paw the ground or stomp, then move a few steps forward.
Enemy Spotted: Perk ears or tilt head toward the enemy.
Need Help: Lie down or make a distressed sound
Lead the Way: Walk a few steps forward, then look back at the party.
Signals the Druid is guiding the group.
Danger Overhead: Look up and growl or make a warning sound.
Warns the party of aerial threats.
Enemy Nearby: Sniff the air, then crouch low.
Indicates that an enemy is close but not yet visible.
Safe Path: Paw the ground gently, then move forward confidently.
Signals that the path ahead is clear.
Need Assistance: Lie down and whimper or make a distressed sound.
Indicates that the Druid needs help or is in trouble.
Duration of Druid form about to End: Rapid Taps followed by a circular motion.
Combat Status Indicators:
Almost Dead - Tap your neck, then hold up fingers to show HP remaining
Used Action Surge/Wild Shape/Channel Divinity - Tap the corresponding resource location (like belt for Action Surge) then shake head
Have Advantage - Quick thumbs up followed by pointing at target
Have Disadvantage - Quick thumbs down followed by pointing at target
Distance Modifiers:
For signals about enemies/objects, finger count after signal to indicate rough distance in increments of 10 feet
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Battle Formations
Use these signals to coordinate movement and positioning during combat:
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Line Formation: Hold both arms straight out to the sides.
Signals the party to form a line, useful for blocking enemies or protecting weaker members.
Flank Left/Right: Point to the left or right with two fingers, then make a sweeping motion.
Indicates that the party should split and flank the enemy.
Surround Target: Make a circular motion with one finger, pointing at the target.
Signals the party to encircle an enemy.
Hold Position: Raise both hands, palms outward.
Indicates that the party should stay in their current positions.
Triangle Formation: Form a triangle with your hands.
Signals the party to form a triangular formation, useful for protecting a central caster or healer.
Protect the Rear: Point backward with one hand, then make a shield motion with the other.
Indicates the need to guard the rear of the group.
Pinch Maneuver: Make a pinching motion with your fingers, then point to both sides of the enemy.
Signals the party to attack from both flanks simultaneously.
Advance in Cover: Crouch slightly and move one hand forward in a zigzag motion.
Indicates the party should move forward while staying behind cover.
Hold the Line: Stomp one foot, then extend both arms outward as if blocking.
Signals the party to hold their ground and prevent enemies from advancing.
Immediate Danger: Cross both arms in an "X" above your head, then point to the source of danger.
Warns the party of an immediate threat.
Out of Spells: Shake your hands as if empty, then tap your head.
Indicates that you are out of spell slots or magical resources.
Enemy Reinforcements: Point to the horizon in a circular motion, then hold up multiple fingers.
Warns the party that more enemies are approaching.
Surrounded: Spin in a circle with both arms outstretched.
Indicates that the party is surrounded by enemies.
Call for Silence: Place both hands over your ears, then point to the group. Signals the need for the Silence spell to be cast.
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Acknowledgment System:
a quick nod or thumbs up to confirm signal received
a quick head shake or wave off to indicate "cannot comply"
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Core Universal Signals
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These are core Universal Signals that we can easily build from. We will start out with these. It is always best when establishing a new from of communication that all of us be involved with the foundation process for multiple reasons; easier understanding, quicker mastery…making it truly our own, while also altering / adding anything I HAVE missed etc, etc,. I chose visual first because I believe it to be the most effective to cover most situations; combat, social, scouting, etc,. We will start with these Universal and slowly integrate more in as we get better, but this is our foundation for The Silent Pact.
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Combat Essentials
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• STOP/DANGER - Raised closed fist
o Universal signal to freeze and be alert
o Can be used both in and out of combat
• ENEMY SPOTTED - Two fingers to eyes, then point
o Follow with number of fingers to show enemy count
o For numbers above 5, flash fingers multiple times
• ATTACK NOW - Sharp forward point + weapon motion
o Can be modified by pointing at specific target first
o All available party members should engage
• NEED HELP - Two chest taps + point to self
o Urgent assistance needed
o Nearest ally should respond
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Resource Status
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• LOW RESOURCES - Pat equipment pouch/component pouch
o Follow with fingers showing how many spell slots/resources remaining
o Critical for spell coordination
• NEED HEALING - Touch heart then flash 5 fingers twice
o Emergency version: Rapid heart touches
o War Cleric should prioritize response
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Movement & Positioning
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• REGROUP - Circular motion above head
o Party should gather at signal maker's location
o Use when split party needs to reunite
• RETREAT - Backward sweeping motion
o Immediate withdrawal needed
o Move toward last safe position
• HEALING READY or NEED HEALING- Hand over heart, then extend
o Follow with finger count for spell level
o Point to intended target
• BLESS INCOMING - Draw cross in air
o Point to intended recipients
o Wait for acknowledgment before casting
• TRAP/HAZARD - X motion with arms
o Point to location
o Follow with severity indication (1-3 fingers)
• SCOUTING - Point to eyes then with fingers make a walking motion forward
o Will move ahead to check area
o Wait for "all clear" before following
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Druid Signals (Including while in Wild Shape)
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• WILD SHAPE READY - Raise hands like claws
o Follow with quick animal mime for intended form
o Use for both combat and scouting intention
• NATURE HAZARD - Ground point + rising motion
o Used for alerting to difficult terrain
o Also for spotting natural dangers
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Emergency Signals
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Critical Status
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• IMMEDIATE SILENCE - Finger to lips + downward point
o Complete silence required
o Hold until "all clear"
• SURROUNDED - Spin with arms out
o Immediate threat from multiple directions
o Prepare for combat
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Tactical Priorities
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• FOCUS TARGET - Point and circle finger
o All attacks should focus on this target
o Maintain focus until target down or new signal
• HOLD POSITION - Both palms forward
o Stay in current position
o Maintain until new signal
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Signal Modifiers
Universal Modifiers
• URGENCY - Precede any signal with two quick chest taps
o Indicates immediate action required
o Takes priority over current actions
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• ACKNOWLEDGMENT
o Quick nod or One of anything; one tap, one finger flash; = understood/will comply
o Quick head shake or Two of anything; two quick taps, two flash of fingers; = cannot comply
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Distance Indicators
• Close (within 30 feet) - One finger after signal
• Medium (30-60 feet) - Two fingers after signal
• Far (60+ feet) - Three fingers after signal
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Alternate Roles: Cross one arm over the other and then uncross them in a sweeping motion.
• Signals that it's time to change tactics or roles, such as switching from offense to defense.
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Always confirm signals are received before acting
Use urgent modifier sparingly - only for true emergencies
When in doubt, default to basic STOP signal and reassess
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Animal Form Communication (For Druids in Wild Shape)
When the Druids are in Wild Shape, they can use animal-specific behaviors to communicate; I have noticed the inability to communicate effectively with our Druids while in animal form. To save them from having to waste their wildshape these can be easily used to function with almost any animal:
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Danger Nearby: Growl or hiss softly while looking in a specific direction.
Follow Me: Paw the ground or stomp, then move a few steps forward.
Enemy Spotted: Perk ears or tilt head toward the enemy
Need Help: Lie down or make a distressed sound
Lead the Way: Walk a few steps forward, then look back at the party.
Signals the Druid is guiding the group.
Danger Overhead: Look up and growl or make a warning sound.
Warns the party of aerial threats.
Enemy Nearby: Sniff the air, then crouch low.
Indicates that an enemy is close but not yet visible.
Safe Path: Paw the ground gently, then move forward confidently.
Signals that the path ahead is clear.
Need Assistance: Lie down and whimper or make a distressed sound.
Indicates that the Druid needs help or is in trouble.
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