USER: Create a list of magic items for a diaper-centric D&D homebrew taking place in a setting where the usage of absurdly oversized diapers and other various infantile items (bonnets, rattlers, pacifiers, baby bottles, mittens and booties, etc.) are a necessity and a norm, not a fetish or a taboo, and are as universal as underwear is in our world. They simultaneously function as both cushy hip armor and apparel and are not only ubiquitously worn by everyone, adventurer and traveller, toddler, youngster, teenager and adult alike, but considered mandatory, and the act of frequently and excessively pooping into one's diaper, referred to as 'Loading', is seen as an everyday and often subconscious act; the bigger the diaper, the greater its capacity and the more it can be Loaded until full, and the fuller it gets, the bigger, heavier and more cumbersome it is on its wearer! And diapers aren't just for wearing as armor, either; many of them are so thick they can be repurposed as blankets, pillows, even poofy mattresses! And not just diapers; other protective wear has been replaced with their similar infantile counterparts. Why wear tough greaves when you can wear soft booties? Why wear leather gloves when you can wear silky mittens? Loading is determined through a sudden Constitution saving throw, the frequency and DC determined by the character's incontinence and eating habits; if they fail, they poop. A character can choose to intentionally fail this saving throw if they wish, and particularly incontinent Loaders fail automatically. The act of having accidents in diapers is natural, universal, and even endearing to some, and can occur at any time, even in one's sleep, particularly if someone is experiencing strong emotions, ranging from elation to fear. Each diaper has its own capacity and one being worn that has met it imposes the effects of encumbered on its wearer and needs to be changed out of, an act that requires an action from another ally, a fresh diaper on hand and a suitable changing spot where the task can be performed. Alternately, if one is in a rush or there is no such changing spot nearby, a second diaper can be layered over a full one; layering provides a temporary additional 50 lbs. of Loading capacity but doesn't remove the negative effects. Example 1: **Heavy-Duty Pamp of Poofing** Armor (diaper), rare (requires attunement) Your movement is reduced by 10 feet and you have disadvantage on Dexterity (Acrobatics) checks when you don this diaper. While wearing this diaper, you can use your reaction to make a melee weapon attack made against you hit the diaper instead, softening the blow and reducing the damage to you by 1d8 (minimum of 1). As an action, you can speak the diaper's command word and cause it to create a cloud of powder around you. The cloud of powder covers a 20-foot cube, which becomes heavily obscured. The cloud lasts for 1 minute or until a strong wind disperses it. Once used, this property can't be used until the next dawn. The huge quadruple tapes used to secure this mattress-thick pamper around someone's hips are the size of paper sheets, and the enormous safety pin keeping it together could double as an improvised shortsword. Example 2: **Huggies of Hotness** Armor (diaper), uncommon (requires attunement) You and your companions within 10 feet of you gain resistance to cold damage while you wear this diaper. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. While wearing it, you can use it to cast the *faerie fire* spell as an action. Once used, this property of the diaper can't be used again until the next dawn. This pamp, branded in decals of blue and purple flames, radiates a perpetual magical heat so potent the steam it constantly fumes melts snow and ice at the wearer's feet.glows in shifting prismatic colors. Example 3: **Rattler of Cacophonies** Club, rare This giant rattler jangles softly when wield. The rattler can be wielded as a magic club that grants a +1 bonus to attack and damage rolls made with it. The rattler has 1d4 + 1 charges, and regains 1d4 charges daily at dawn. On a successful hit, you can expend 1 charge to make the rattler emit a cacophonous noise. The target takes an additional 2d6 thunder damage and must succeed at a DC 15 Constitution saving throw or become deafened for 1 minute. Example 4: **Lavenders of Self-Locking** Armor (diaper), rare (requires attunement) This diaper produces a pleasant scent when worn, which spreads to fill a 30-foot cube centred on you and prevents the diaper from stinking when you Load it. All nonhostile creatures that can smell it have advantage on saving throws against being frightened. **Curse.** This item is cursed. Save for a small lock symbol imprinted upon the front, this diaper is otherwise identical to a heavy diaper. A successful DC 15 Intelligence (Investigation) check or a *identify* spell reveals its curse. When you don this diaper, you can't doff it for 5d6 days or until you or the diaper is targeted by the *remove curse* spell or similar magic. While you are attuned to this diaper, you have disadvantage on Constitution saving throws made to resist pooping. If you already had disadvantage on this type of saving throw, you fail automatically. Example 5: **Pacifier of Regression****Pail of Holding** Wondrous item (pacifier),(pail), legendary (requires attunement) While this pacifier is in your mouth, you understand and can speak Babyish and have proficiency in allThis oversized metal diaper armor andpail, aside from its central container, has an additional secondary compartment built into the side, both of which is a extradimensional space. The main container is capable of holding up to 5 tonnes, not exceeding a volume of 256 cubic feet. The secondary compartment can hold up to 16 cubic feet or 100 pounds of material. The pail always weighs 8 pounds, regardless of its contents. The central container can only contain full diapers, and the secondary compartment magically refills with infantile weapons. You have advantage on saving throws against being charmed or frightened, and immunity to spells and effects that would sense your emotions, read your thoughts or detect your intelligence, such as the *detect thoughts* spell. **Curse.** This item is cursed. You have disadvantage on all Intelligence and Wisdom checks and saving throws while this pacifier is in your mouth. When you take a Short or Long Rest while attuned to this pacifier, make a DC 3 Intelligence saving throw. On a successful save, the DC for this save increases by 1. On a failure, you become 1d10 x 2 years younger and your Intelligence score takes a accumulative -1 penalty, to a minimum of 6. If your Intelligence is reduced to 8 or lower through the curse of this item, you must make a DC 15 Intelligence saving throwsupplies at every 24 hours. On a failure, one of the following effects happen to you. The GM decides which, or rolls randomly and consults the following table. 1-3: You suddenly burst into tears and begin wailing loudly for 1 minute, incapacitating you for the duration or until someone uses their action to make a DC 15 Charisma check to calm you down. 4-5: You forget how to speak complex languages for 1 hour and are only able to speak and understand Babyish. You can't understand Common unless the words are short and spoken simply. 6-7: You lose the ability to stand and walk, falling prone and only being able to crawl for 1 hour. 8: You automatically fail passive Wisdom (Perception) checks made to notice the state of your diaper for 24 hours, and become stubbornly insistent that you don't need a change despite its state. A *remove curse* spell ends your attunement to this item, but any Intelligence lost through its curse can only be restored by means of a *greater restoration* or *wish* spell.dawn.
CHATBOT: Example 6: **Binky of Tranquil Babbling** Wondrous item, uncommon (requires attunement) Speaking the command word allows the attuned user to cast *calm emotions*. Additionally, while the binky is in your mouth, any attempt to charm or frighten you has disadvantage. The binky of tranquil babbling also grants advantage on saving throws against effects that would cause you to speak or communicate against your will. Once used, the ability to cast *calm emotions* can't be used again until the next dawn. Example 7: **Booties of Blazing Steps** Boots (booties), rare (requires attunement) While wearing these plush, magically-warmed booties, your walking speed increases by 10 feet. You can also, as a bonus action, cause flames to wrap around your feet and legs. For the next minute, your steps leave behind a trail of fire that burns for 1 round. Any creature that enters for the first time on a turn or ends its turn there takes 2d6 fire damage. Once used, this property of the booties can't be used again until the next dawn. Example 8: **Mittens of Mystic Manipulation** Gloves (mittens), very rare (requires attunement) These soft and squishy mittens are embroidered with arcane symbols. You gain a +2 bonus to spell attack rolls while wearing these mittens. Additionally, once per day, you can cast either *telekinesis* or *bigby's hand* (your choice) at their lowest spell levels without expending a spell slot. Example 9: **Snuggly Shield of Security** Armor (shield), uncommon This oversized plush shield, resembling a stuffed animal or soft toy, grants a +1 bonus to AC when you wield it. It can absorb 20 points of damage from any source before becoming unusable for the rest of the day. After absorbing damage, it emits a comforting, warm vibration for 1 minute, granting you advantage on saving throws against being frightened or charmed. Example 10: **Blanket of Fortifying Naps** Wondrous item, rare This thick, cozy blanket is perfect for wrapping around oneself or lying upon. As an action, you can fortify the blanket around you or another creature, granting temporary hit points equal to your level + your Constitution modifier. While wrapped in the blanket, the creature also has resistance to psychic damage and advantage on saving throws against effects that would impose the frightened condition. The blanket loses its magic for 24 hours after being used in this way. Example 11: **Quiver of Endless Pacifiers** Quiver, uncommon This enchanted quiver appears to be a large, cyl...