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.

 

 

Ebony Devil

Wondrous Item, Very Rare

(requires attunement) (En)

A Small Sized Doll with finely crafted clothing and accessories.

While attuned to this doll, use your Bonus Action to strike your signature pose and state the command phrase “Ebony Devil” to summon the Stand.

Ebony Devil appears as a Large four-eyed black statue of ancient & sinister origins wielding a scimitar in one of their clawed hands.

Ebony Devil cannot move or take Actions, and allows you to gain use of the following:

Devil Doll

Have Ebony Devil possess the Small Doll after meeting the following requirements:

  1. Suffer at least 15 points of damage from a singular creature.
  2. Incant that “Such Painful Agony Must Be Avenged!” while the Doll is within 30 ft. of you.

After the requirements have been met, Ebony Devil immediately possesses the Doll. Possession lasts until Ebony Devil is recalled; if you wish to use your Bonus Action to recall them, you must be within 10 ft. of the doll.

The Devil Doll is now the living avatar of Ebony Devil. See the Stat Block for details; replace any bracketed stats with your own. Devil Doll can wield any weapon you have proficiency in.

You are able to use your Action over subsequent turns to see, hear, & speak through the Doll; however while perceiving through the Doll this way, you yourself are Blinded and Deafened.

While percieving through the Doll this way, you may also use your Bonus Action to telepathically give commands to the Doll which it will accomplish to the best of its ability, so long as you are within 120 ft. of it.

Being more than 120 ft. away from Devil Doll will cause the Doll to fall Incapacitated, though it is still possssed by Ebony Devil. Damaging the Doll will also damage Ebony Devil.

Devil Doll

Small Construct (Stand), [Alignment]


Armor Class
13
Hit Points
[HP]
Speed
30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 10 (+0) [INT [WIS) [CHA]

STs
[STs]
Skills
[Skills]
Damage Immunities
Damage dealt from Non-Stand Attacks
Senses
[Senses]
Languages
[Languages]

Assassinate. Devil Doll has advantage on Attack Rolls made against creatures that have yet to take their first turn in Combat. Hits against these creatures count as critical hits.

False Appearance. While remaining motionless, Devil Doll is indistinguishable from an ordinary doll.

Sneak Attack. Once per turn; when hitting a creature with a Finesse or Ranged weapon, Devil Doll may add an extra 1d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.

Actions

Multiattack. Devil Doll can make up to 2 Attacks per Attack Action.

Bite. Melee/Ranged Weapon Attack: +(3 + Proficiency Bonus) to hit, reach 5 ft. range (20/60) ft., one target Hit 1d4+3 Slashing

 

 

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