```metadata title: 'Stardust Crusaders: Geb' description: '' tags: '' systems: - 5e renderer: V3 theme: 5ePHB ``` ## Stand Power Items Welcome to my interpretation of what the Stands in *Jojo's Bizarre Adventure* would be like as 5e Magic Items. I'm a big fan of the creativity seen in the powers & abilities in the series, and I knew I needed to make them possible in any D&D setting. ### Intro to Stands For those unfamiliar with *Jojo's Bizarre Adventure*, it is an Action Manga/Anime created by Hirohiko Araki; featuring heroes and villains of eccentric and excessive design. Many of which have use of a special form of power called a Stand. Stands act as extensions of the Stand User's soul, and each Stand wields a unique ability suiting the personality and spirit of the one they are bound to. ### How it's Made All of these pages were made through [Homebrewery](#https://homebrewery.naturalcrit.com/); feel free to comment any feedback you may have or ideas for changes. **I hope you enjoy!** ## Stand Basics The following list is a series of five rules that apply to all Stands. A Stand's Magic Item description may contradict some of the rules listed here; whatever is listed in the Stand's description always takes priority. ### 1. Attuning to Stands You attune to a Stand's Magic Item as you would to any other Magic Item. You may only have one Stand attuned to you at any time. Those attuned to Stands are called **Stand Users**. ### 2. How a Stand Relates to You Stands are treated as individual creatures that are seen as extensions of the Stand User’s soul; they share your **Ability Scores**, **Armor Class**, **Speed**, **HP**, **Languages**, & **any Proficiencies** you have. Stands do not require air, food, drink, or sleep. Any damage you receive or regain is reflected onto your Stand & vice versa. If your Stand takes damage, so do you. If they are reduced to 0 HP, so are you. ### 3. Summoning Your Stand Use your Bonus Action to summon or recall your Stand. **Signature Poses** and **Command Phrases** are optional, though highly encouraged. Once recalled, Stands can be resummoned on your **next** turn. Stands are recalled early if you fall Unconscious. Stands when summoned, appear in a space within 10 ft. of their User that they can see, and may inhabit the same space as their User and only their User. Stands can also move Incorporeally through their User (dealing 2d6 Force if materializing inside of you). ### 4. Stand Physiology Stands initially appear as the Size detailed in their description, but are able to be shrunk down to smaller Sizes while the User maintains **concentration**. To other Stand Users, Stands appear spectral but are still tangible; Non-Stand Users cannot see / hear Stands nor any effects they can create, but they are all still tangible & can be felt.
{{note ##### For example If a Stand is able to conjure fire, Non-Stand Users are unable to see or hear any of the flames. However, they can still feel the heat emanating from them & are susceptible to damage. }} :: ### 5. Stand Actions Stands may be moved on your turn (no Action required), and you may use your Action to command your Stand to take normal Actions (Item Interaction, Grapple, Disengage, etc.). Stands are incapable of moving more than 10 ft. away from you & will stay within 10 ft., drifting in tandem to your movement. Stands may attack either with the Actions listed in their description, or with Unarmed Strikes (if the anatomy is present) and all of their attacks are considered Magical. Some Stand features require Attack Rolls or Saving Throws to be made; in which case you use either your Spell Attack Bonus & Spell Save DC, or the ones listed in the Stand's Magic Item Description, whichever is higher. Stands are capable of damaging other creatures and objects, but a Stand can only be damaged by another Stand. \page ## Geb *Wondrous Item, Rare* *(requires attunement) (En)* A jeweled walking stick. The handle may be removed to reveal a hidden flask. While attuned to this walking stick, use your Bonus Action to strike your signature pose and state the command phrase “*Geb*” to summon the Stand. *Geb* takes the form of a Tiny puddle of water with a claw-like tendril emerging from it. *Geb* is able to be moved up to 3 mi. away from you. If you wish to use your Bonus Action to recall them, you must be within 10 ft. of them. *Geb* allows you to gain use of the following: :: ### Aqua Form *Geb*, when immobile, is indistinguishable from a normal puddle of water and appears Invisible while submerged liquid. *Geb* is able to move through any gap that allows water to pass without squeezing, including hair-thin cracks and soil. \column :: ### Liquid Lion Claw Use your Action to have *Geb* make a Claw Attack against a creature you can see. : ***Claw.*** *Melee Magic Attack:* +(Str/Dex mod + Proficiency Bonus) to hit, reach 10 ft., one target *Hit:* 1d6 + (Str/Dex mod) Slashing \page ##### Credits |All Ideas| |:-----:| | Araki, Hirohiko. *Jojo's Bizarre Adventure*. Tokyo: Shueisha, 1989-1992. Print. |Images| |:-----:| |Pg 1: *Jojo's Bizarre Adventure*. Created by Hirohiko Araki, David Production, 2012-Present (2022) | Pg 2: Araki, Hirohiko. *Jojo's Bizarre Adventure*. Tokyo: Shueisha, 1989-1992. Print.