These dark, tightly woven robes hum with stored arcane energy.
**Charges**. The robes can hold a maximum of 5 charges. All charges are lost daily at dawn. When you expend a Spell Slot of 1st level or higher while wearing the robes, they gain a number of charges equal to the level of the spell slot used, up to the maximum.
Features. While attuned to the robes, you can expend their stored charges to use the following abilities:
**Discharge**. As a reaction when a creature hits you with a melee attack, you can expend any number of charges. The creature must make a DC 15 Constitution saving throw, taking 1d10 force damage per charge expended on a failed save, or half as much damage on a successful one.
**Recharge**. As a reaction when you fail a Constitution saving throw made to maintain concentration on a spell, you can expend a number of charges equal to the level of the spell (minimum of 1) to reroll the saving throw. You must use the result of the reroll.
**Hexweave Guard**. You have a +1 bonus to AC while wearing the robes.
Notes: Bonus: Armor Class, by a spellcaster
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