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.

 

 

Death 13

Wondrous Item, Very Rare

(requires attunement) (Co)

A harlequin doll with a painted porcelain face.

While attuned to this doll, Death 13 does not appear until certain conditions are met.

Death 13 allows you to gain use of the following:

Trouble No More

Use your Action to target up to 8 sleeping or Unconscious creatures you can see within 30 ft., and transport their consciousness into a dream space of your own creation while maintaining concentration. Their bodies are left behind in the waking world.

The dream space appears 1 mi. in diameter, and can take on any real world appearance you’re familiar with (cemetery, theme park, etc.).

No object created in the dream space can deal damage to creatures inside of it, and you may use your Action to alter one singular aspect of the dream space at a time; such as changing an object’s appearance, making an object appear as if from thin air, etc.

You yourself do not need to appear into the dream space, but Death 13 is always present within it while this feature is active. Death 13 appears as a Medium cloaked figure wearing a porcelin mask and wielding a scythe. There is no body weaing the cloak, and the mask is floating in the air with a Fly (Hover) Speed equal to your Walking Speed.

You may use this feature a number of times equal to your Proficiency Bonus, regaining expended uses after finishing a Long Rest.

While In The Dream

When a creature enters the dream space, they appear as they were when initially targeted by this feature, retaining all worn and carried equipment they had on their person at the time.

If a targeted creature is a Stand User, and their Stand was summoned up to the instant they lost Consciousness, their Stand is summoned in the dream space as well.

Creatures within the dream space cannot wake up of their own accord, but another creature outside of the dream space may use their Action to wake a dreaming creature.

Creatures who are awoken from the dream space do not recall anything they’ve experienced while in the dream, but they do feel any lingering emotions they felt there; such as fear or joy.

Any injuries that creatures sustain while within the dream space are visible on their waking bodies.

Scythe

Use your Action to have Death 13 make up to 2 Scythe attacks against a creature that they can see while within the dream space.

Scythe. Magic Weapon Attack: +(Str+Proficiency Bonus) to hit, reach 10 ft., one target
Hit: 1d10+(Str mod) Slashing

 

 

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: Araki, Hirohiko. Jojo’s Bizarre Adventure. Tokyo: Shueisha, 1989-1992. Print.