Wondrous Item, rare (requires attunement by a Only Spellcaster)

Component: magical material (runegold)

 When commissioning runegold equipment, it's wise to familiarize yourself with the basic runes used in its creation. Many overeager mages have fallen for "fool's runegold," a cheap copy with no intrinsic magic properties, for instead of mythical runes of power, it bears take-out menus written in ancient Draconic.

 These robes can hold a maximum of 5 charges and lose all charges daily at dawn. When you cast a spell of 1st level or higher while wearing the robes, they gain a number of charges equal to the level of the spell.

 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 for each 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.

 Very rare variant: You have a +1 bonus to AC while wearing the robes.

 

HARVESTING-RUNEGOLD

 Runegold, also known as 'arcane gold,' is a material artificially created by magic users to amplify their power, and it can't be harvested normally. In order to create runegold, an equivalent amount of gold must be carefully inscribed with precise runes over the course of 8 hours with a successful DC 20 Intelligence (Arcana) check. On a failure, the gold is destroyed, and a new supply must be procured in order to try again.

Notes: Only Spellcaster

Previous Versions

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7/21/2026 11:21:07 PM
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Mungakill

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