Chakra Bonds

==List of Chakra Bonds==
Chakra Bonds are a mystical and profound connection forged by an Essence Weaver between themselves and their allies. By tapping into Essence's Mystical Properties and their own Soul's Strength, an Essence Weaver can imbue specific individuals with Chakra, which represents a manifestation of their spiritual energy and essence manipulation. Through intricate rituals and intimate attunement, an Essence Weaver forms these bonds, linking their Essence with their chosen targets. These Chakra Bonds enable an Essence Weaver to infuse Soulful Effects and Enhancements into the recipient's being, granting them extraordinary abilities and empowering their innate strengths.
Chakra Bonds are not bound by the limitations of physicality; instead, they operate on a more ethereal and spiritual level, allowing an Essence Weaver to augment various aspects of their ally's capabilities beyond what is otherwise present in reality. Whether it's bolstering their combat prowess, enhancing their defenses, or granting them unique magical talents, Chakra Bonds are a versatile and invaluable tool in any Essence Weaver's arsenal. The strength of the Chakra Bonds grows as an Essence Weaver gains experience and hones their craft, enabling them to form deeper and more potent connections with their allies. As an Essence Weaver ascends in power, they can forge multiple bonds with various individuals, allowing them to become a beacon of support and empowerment on the battlefield.
Chakra Bonds form the core of the Essence Weaver's Abilities, exemplifying their role as a Support Class, thus the following list contains all possible Chakra Bonds that an Essence Weaver may learn over the course of a Campaign. Each Chakra Bond is categorized within the Equipment Slot it affects.
====Weapon Bonds====
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* Fierce Strikes: This Weapon Bond manifests the ability to perform fiercer attacks. While bound, all Weapon Attacks deal an additional 1d6 of the Weapon Attack's Damage Type.
* Elemental Fury: This Weapon Bond manifests the ability to unleash the Elements with every attack. While bound, all Weapon Attacks deal an additional 1d6 of the following Damage Types (Fire, Cold, Acid, Lightning, or Thunder). You choose the Element upon applying this Bond.
* Life Drain: This Weapon Bond manifests the ability to drain vitality from others. While bound, once per turn whenever they make a successful Weapon Attack Roll, the Bonded Creature regains Hit Points equal to (A Critical Hit from that Weapon Attack Roll).
* Banishing Strike: This Weapon Bond manifests the ability punish creatures native to other Planes of Existence. While bound, all successful Weapon Attack Rolls against creatures from other Planes of Existence deal an additional 2d8 Force damage.
* Enchanted Quiver: This Weapon Bond magically restores ammunition by manifesting them through Soul Magic. While bound, the Ammunition Case/Holster for the Bonded Weapon always replenishes and is considered infinite.
====Armor Bonds====
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* Resilient Armor: This Armor Bond strengthens the hardness and craftsmanship of the already present material. While bound, the creature affected by this Armor Bond gains a +2 Bonus to their Armor Class.
* Elemental Infusion: This Armor Bond grants a spiritual resilience towards particular Damage Types. While bound, the creature affected by this Armor Bond gains Resistance to one Physical Damage Type (Bludgeoning, Piercing, and Slashing damage) and one Magical Damage Type.
====Foot Bonds====
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* Swift Reflexes: This Foot Bond grants its bonded creature notable swiftness in their reactivity. While bound, a bonded creature gains Advantage on all Dexterity Saving Throws.
* Haste of the Wind: This Foot Bond grants its bonded creature the speed of the winds themselves. While bound, a bonded creature gains an additional 15ft to their Movement Speed and Advantage on Acrobatics Skill Checks.
* Aquarius Haste: This Foot Bond grants you a particular slipperiness and the ability to defy the depths. While bound, a bonded creature may walk on water and ignores Difficult Terrain.
====Amulet Bonds====
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* Vitality Boost: This Amulet Bond livens up a creatures innate health. While bound, a bonded creature gains a number of Temporary Hit Points equal to (the Essence Weaver's Level + the Essence Weaver's Intelligence modifier) at the start of each of its turns. These do not stack.
* Amulet of Tranquil Respite: This Amulet Bond cradles allies within a soothing embrace. Once per long rest, the bonded creature can activate the Amulet of Tranquil Respite, creating a serene aura that calms the mind and body. When activated, the amulet grants the wearer and all allies within 30ft of the bonded creature Advantage on Concentration Saving Throws for maintaining Spells. The amulet's tranquil energies shield the mind from distractions and disturbances, allowing for unwavering focus on Spellcasting.
====Hand Bonds====
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* Arcane Ward: This Hand Bond grants its bonded creature the ability to deflect oncoming damage with an Arcane Shield. While bound, the bonded creature may absorb a degree of damage equal to (the Essence Weaver's Level + the Essence Weaver's Intelligence modifier) once per short rest.
* Swift Gauntlets: This Hand Bond grants its bonded creature a certain swiftness and ability to rapidly respond to threats. While bound, the bonded creature gains Advantage on Initiative Rolls and increases their Movement Speed by 10ft.
====Head Bonds====
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* Eagle's Sight: This Head Bond grants its bonded creature the sight of an eagle. While bound, a bonded creature gains Darkvision up to 60ft and Advantage on all sight-based Perception Skill Checks.
* Radiant Aura: This Head Bond grants a pure and holy aura. While bound, a bonded creature emits a 10ft Radius of bright light and and additional 10ft of dim light as an Aura. Additionally, all Undead and Fiends have Disadvantage on Attack Rolls against the bonded creature while within the bright light.
* Dazzling Aura: This Head Bond grants an uncanny, but friendly aura around a bonded creature. While bound, a bonded creature gains Advantage on all Persuasion and Deception Skill Checks it makes.
====Shield Bonds====
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* Elemental Ward: This Shield Bond grants resilience to the Elements. While bound, a bonded creature gains Resistance to one of the following Damage Types (Fire, Cold, Acid, Lightning, or Thunder). You choose the Element upon applying this Bond.
* Arcane Barrier: This Shield Bond allows you to manifest an Arcane Barrier around you. While bound, a bonded creature provides its adjacent allies with a +1 bonus to AC.
====Waist Bonds====
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* Healing Surge: This Waist Bond allows a bonded creature to manifest their inner vitality. While bound, a bonded creature may spend their entire turn to expend Half of their Hit Dice and regain Hit Points equal to the total rolled.
* Whispers of the Ancients: This Waist Bond allows a bonded creature to commune with the ancient spirits of the land. Once per long rest, a bonded creature can tap into the wisdom of these spirits to gain Advantage on Intelligence-Based Ability Checks and Wisdom Saving Throws for One Minute. During this time, they feel a profound connection to the past, drawing guidance from the accumulated knowledge of the ages.
====Cloak Bonds====
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* Shadowstep: This Cloak Bond grants a bonded creature the ability to travel within the shadows. While bound, a bonded creature may choose to teleport to an unoccupied space they can see within 30ft of them as a Bonus Action once per short rest.
* Cloak of Shadows: This Cloak Bond grants a bonded creature the ability to thrive within the shadows. While bound, a creature gains Advantage on Stealth Skill Checks and allows them to become Invisible for up to One Minute once per long rest.
====Ring Bonds====
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* Resilience: This Ring Bond grants a bonded creature the ability to resist toxins. While bound, a bonded creature gains Resistance to Poison damage and has Advantage on Saving Throws against the Poisoned Condition.
* Charm of Restoration: This Ring Bond grants a bonded creature the ability to naturally restore their own vitality. While bound, a bonded creature gains Advantage on Wisdom Saving Throws and allows them to expend two additional Hit Dice during a short rest without pulling from your current Hit Dice Pool.