Clothing/Defense/Ornament of Charming
rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
While wearing these decorative and tasteful wearables, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC.
If you are wearing the wearables and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the wearables again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the wearables' intervention, you can use your reaction to expend 1 charge from the wearables and turn the spell back on its caster as if you had cast the spell.
The wearables regain 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wearables turn a dull brass color and have no further magical properties.