An Arcane Ward is a small amulet. It looks like a small, wireframe ball. Inside is a gyroscope-like construction; multiple layers of 'arms' that start spinning when the Arcane Ward is attuned. When the Arcane Ward is attuned and has charges, it emits an invisible arcane shield.
This Arcane Ward stores one (I) charge.
Whenever you are hit by a spell or are included in a spell's area of effect, if the Ward has charges, an amount of charges equal to that spell's level are automatically expended (minimum of one charge - cantrips expend one charge), if possible. If the amount of charges expended is equal to that spell's level, the spell has no effect on you. (If the amount of charges expended is less than the spell's level, the spell has full effect on you.)
Whenever you take a long rest, the Arcane Ward regains half of its maximum charges (rounded up).
A character can only ever be attuned to one Arcane Ward.
Notes: Warding, Jewelry
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Posted Apr 15, 2019Since this item can only have 'one charge', I believe it is accurate to say that it is either charged or that it isn't and that it can only deflect/negate either a cantrip or a first level spell sent at it's owner. Also it is easier to say that it recharges each day since it can only have zero charges if it isn't at full. Also it might be better to have it NOT lose a charge if the spell is least 2 or higher (unless it can at least give resistance to magical damage when it meets 50% of the spell level hitting the owner of the arcane ward).
Whether this is really useful or not is kind of debatable unless it can be stacked with other pieces of equipment that also has charges as well and the various charges stack. If someone's DM is enforcing the rule where a player character have a very limited number of items they can be attuned to (which for some reason happens to be just about EVERY piece of magical equipment out there other than potions), it would most likely be a waste of an attune slot for any character that owns enough magic items where they have to start worry about what items are useful and which items are not really needed.
Other than those issues item seems like a decent idea as long as a GM would be willing to allow such items to exist.