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; 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.

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.

 

 

Silver Chariot

Wondrous Item, Very Rare

(requires attunement) (En)

A finely crafted rapier belt made from black leather straps and silver adornment.

While attuned to this belt, use your Bonus Action to strike your signature pose and state the command phrase “Silver Chariot” to summon the Stand.

Silver Chariot appears as a Medium armored Humanoid, lithe in build and seemingly made from machinery.

Silver Chariot allows you to gain use of the following:

Silver Equipment

Silver Chariot’s AC is 18 (if your AC is higher, use your own) , and wields a +2 Rapier.

Rapier

Use your Action to have Silver Chariot make up to five Rapier attacks against a target you can see.

Rapier. Melee Magic Attack: + (Str/Dex mod + Pro Bonus + 2) to hit,reach 5 ft., one target

Hit: 1d8 + (Str/Dex mod + 2) Piercing

Silver Chariot’s rapier is also capable of skewering non-solids such as flames and water; the substances forming as 1 in. diameter spheres along the blade.

Shooting the Sword

Use your Action to have Silver Chariot’s make a Ranged Weapon Attack and shoot the rapier’s blade from the hilt, dealing 1d8 Piercing. Projectile has a range of 30/120 ft.

The blade can be reloaded into the hilt after retrieving and reinstalling it (no Action required), or until Silver Chariot is recalled and resummoned. Recalling Silver Chariot recalls the rapier’s blade as well.

Mercure

Use your Action to have Silver Chariot’s armor fall off and vanish.

While their armor is doffed, Silver Chariot’s AC is reduced to (10+Dex mod) , but is now able to cast Mirror Image on themself at will without requiring components.

Silver Chariot’s armor remains doffed until recalled. After which their armor will be re-donned when summoned.

Battle Tactics

Choose 2 Combat Maneuvers from the Fighter’s Battle Master Subclass (see Player’s Handbook) for Silver Chariot to use.

You may swap out these Maneuvers after finishing Any Rest.

 

 

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, 2012-2023
Pg 2: Jojo’s Bizarre Adventure: All Star Battle. CyberConnect2. Bandai Namco. 2013