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.

 

 

Hanged Man

Wondrous Item, Rare

(requires attunement) (Tr)

A pocket vanity mirror with a smooth polished case.

While attuned to this mirror, use your Bonus Action to strike your signature pose and state the command phrase “Hanged Man” to summon the Stand.

Hanged Man appears in the reflection of the pocket mirror as a Medium leperous humanoid wrapped in cloths and wielding two Shortswords.

Hanged Man can move an indefinite distance away from you so long as they are on the same Plane. If you wish to use your Bonus Action to recall them, you must be within 10 ft. of them.

Hanged Man allows you to gain use of the following:

Centerfold

Hanged Man is only able to move by jumping in a straight line from the reflection of the pocket mirror to other reflective surfaces such as polished metals, glass windows, etc. using 5 ft. of Movement per jump.

The pocket mirror changes to always show the reflection that Hanged Man is currently inhabiting.

While jumping between surfaces, other Stand Users will see a bead of white light jumping from one surface to the other. In the instant of jumping between surfaces, Hanged Man’s AC equals 10 plus your Dex modifier; if Hanged Man takes any amount of damage while jumping, they are immediately recalled.

While in a reflection, Hanged Man can move within and interact with other creatures and objects shown in that same reflection as if they were physically there, but no creatures or objects can interact with Hanged Man.

For example:

If Hanged Man appears in a reflection of a room that also shows an open door & a coffee table with a knife resting on it; you may have Hanged Man move to the door and close it as well as move to the table and pick up the knife.

The door will actually close & the knife will float in the air as if someone were actually holding it, but there will be nothing there holding it aloft.

Once the reflective surface Hanged Man is currently inhabiting can no longer show the reflection, either through being obscured or destroyed; you must use your Reaction to have Hanged Man jump to another surface or they will be recalled.

Shortswords

Use your Action to have Hanged Man make up to two Shortsword attacks against targets also appearing in the reflection Hanged Man is currently inhabiting.

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

Hit: 1d6 + (Str/Dex mod) Piercing

 

 

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.