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.

 

 

Yellow Temperance

Wondrous Item, Rare

(requires attunement) (Tr)

A gourd filled with a thick yellow liquid.

While attuned to this bottle, use your Bonus Action to strike your signature pose and state the command phrase “Yellow Temperance” to summon the Stand.

Yellow Temperance inhabits the yellow liquid inside of the bottle, and enshrouds you when summoned. While Yellow Temperance is enshrouding you this way, you gain the benefits of Half Cover.

Yellow Temperance cannot move, and allows you to gain use of the following:

Corrosive Form

While Yellow Temperance is enshrouding you, any creature within 5 ft. that touches or hits you with a Melee Weapon Attack takes 1d8 Acid damage.

Non-magical weapons made of metal or wood that come in contact with Yellow Temperance take a permanent -1 penalty to their damage rolls. If the penalty reaches -5, the weapon is destroyed.

Non-magical ammunition made of metal or wood is immediately destroyed upon impact.

Yellow Temperance can eat through 2 inches of non-magical wood or metal per Round.

Rubber Soul

Use your Action to have Yellow Temperance change your outward appearance, allowing you to cast Alter Self (Change Appearance feature only) without requiring components.

Non-Stand Users are able to see your newly altered form, and the Corrosive Form feature listed above is temporarily nullified while using Rubber Soul.

Pseudopod

Use your Action to have Yellow Temperance attack a target you can see.

If you are under the effects of Rubber Soul listed above, your altered form is automatically dropped.

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

Hit: 1d6+(Str mod) Bludgeoning plus 2d6 Acid

Non-Magical Armor takes a permanent -1 penalty to the provided AC Bonus. If no AC Bonus can be provided, the Armor is destroyed.

 

 

Credits
All Ideas
Araki, Hirohiko. Jojo’s Bizarre Adventure. Tokyo: Shueisha, 1989-1992. Print.
Images
Jojo’s Bizarre Adventure. Created by Hirohiko Araki, David Production, 2012-2023