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.
Sticky Fingers Wondrous Item, Legendary (requires attunement) (Co) A gold hair clip in the shape of a zipper’s pull. While attuned to this hair clip, use your Bonus Action to strike your signature pose and state the command phrase “Sticky Fingers” to summon the Stand. Sticky Fingers appears as a Medium Humanoid in Padded Armor with a spike lined helm. Sticky Fingers’ Unarmed Strikes have a reach of 15 feet, and allows you to gain use of the following: Conjure Zipper Use your Action to have Sticky Fingers touch a creature or object you can see, and conjure a zipper on their surface. You determine if the zipper is either opened or closed upon conjuration, and may remotely open and close conjured zippers as well as dismiss any active zipper entirely (no Action required) so long as you can see it. If the target is an object, these zippers act as makeshift doorways if placed on relatively thin surfaces such as walls and floors. They can also be used to conjure an extradimensional space measuring 5 cubic ft. if placed on the surface of sizable objects such as boulders or trees. These spaces can hold up to 50 lb. worth of materials. When closing the zipper to one of these spaces, the zipper vanishes but the extra-dimensional space and its contents still exist. You may have an unlimited number of extradimensional spaces created this way & these spaces exist so long as you are alive. Should you die or overload the space, the space’s contents will be thrust out and the space will vanish. If the target is a creature Large sized or smaller, partially opened zippers may be conjured on their body to throw off their balance; imposing disadvantage on all Str & Dex based Attack Rolls, Skill Checks, and STs. You can use these partially opened zippers and make an extra-dimensional space in creatures equal to your Size or larger and hide inside of them. Any damage dealt to you or the creature you are hiding in will forcibly eject you into the nearest unoccupied space and deal 2d6 Force damage to the both of you. You may also make fully opened zippers to detach, reattach, and even swap appendages of willing creatures such as arms and heads without causing harm or bodily disruption to the affected creatures so long as the zipper is still active. Zippers are dismissed automatically if you move more than 30 ft. away from an active zipper, or if Sticky Fingers is recalled. ArriArriArrivederci Use your Action to have Sticky Fingers make up to five Unarmed Strikes against a target you can see. Arri. Melee Magic Attack: +(Str mod + Proficiency Bonus) to hit, reach 15 ft., one target Hit: 1d10+Str mod Bludgeoning If this barrage would reduce a creature equal to your Size or smaller to 0 HP, or if at least three of the five Attack Rolls were critical hits; you may have Sticky Fingers use Conjure Zipper to unzip their body into pieces, instantly destroying them. Fun with Zippers! Conjure Zipper has further potential to be applied in a variety of creative ways! I encourage Players and DMs to work out additional mechanical uses for this feature. For example: Use your Reaction to partially unzip your body and give a plus 2 bonus to your AC; Transport unzipped appendages of creatures to extend the range of AoE features like spells & auras; Stabilize creatures who are bleeding out by “zipping up” their injuries; etc.
Credits All Ideas Araki, Hirohiko. Jojo’s Bizarre Adventure. Tokyo: Shueisha, 1995- 1999. Print. Images Pg 1: Jojo’s Bizarre Adventure. Created by Hirohiko Araki, David Production, 2012-Present (2023) Pg 2: Araki, Hirohiko. Jojo’s Bizarre Adventure. Tokyo: Shueisha, 1995-1999. Print.