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Spoiler Warning Be warned, this class contains spoilers for all parts of Jojo's Bizarre Adventure. If such things matter to you, turn away now! Creating a Stand User As you create a Stand User, consider how they obtained their power. Were they born with it? Were they pierced by a Stand Producing Arrow? Did a Vampire steal the body of their great-grandfather, attach his head to it, achieve a Stand himself and pass it down through the generations? Also consider what they want. A Stand usually only manifests in someone who has a strong will, and having such a will means that a Stand User will usually make great strides toward their goals. Have they met other Stand Users in their life? How has having this ability, understood by so few, affected them?









The Stand User Level Proficiency Bonus Features Stand Abilities Known 1st +2 Stand Generation 2 2nd +2 Reflexive Defenses 2 3rd +2 Stand Range Improvement, Stand Ability Improvement 3 4th +2 Ability Score Improvement 3 5th +3 Stand Archetype Feature, Extra Attack 3 6th +3 Force of Will, Stand Ability Improvement 4 7th +3 Partial Stand Generation, Stand Power 4 8th +3 Ability Score Improvement 4 9th +4 Stand Archetype Feature, Stand Range Improvement 4 10th +4 The Power of Breath 4 11th +4 Stand Ability Improvement, Proximal Strength 5 12th +4 Ability Score Improvement 5 13th +5 Stand Archetype Feature, Divide and Conquer 5 14th +5 Stand Self Resuscitation,Stand Range Improvement 5 15th +5 Stand Ability Improvement 6 16th +5 Ability Score Improvement 6 17th +6 Stand Archetype Feature 6 18th +6 Hamon Overdrive, Improved Stand Power 6 19th +6 Ability Score Improvement 6 20th +6 Requiem Stand 7 3

Quick Build You can make a Stand User quickly by following these suggestions. First, Charisma should be your highest ability score. Make Strength or Dexterity your next highest if you want to wield your Stand as a weapon or fight alongside it. Otherwise, your next highest stat can be anything you want. Your ability score should compliment your character: a writer might have high Intelligence; a brawler might have high constitution. Secondly, choose a background that compliments your Stand's abilities. If your Stand excels at combat, choose a background that offers non-combat skill proficiencies. A Stand user can be as focused or as diverse as you want, so feel free to experiment. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A handaxe or (b) 2 daggers

(a) a Shortbow and quiver of 20 arrows or (b) a spear

(a) an explorer's pack or (b) a dungeoneering pack

(a) Leather armor and a tool set of your choice









Your Stand A Stand’s AC is 13 + your Charisma modifier.

A Stand User and their Stand share Hit Points and Actions. A Stand uses a seperate Move Action and can move up to 30ft.

Stands are naturally visible to the user, their allies, and other Stand Users, and can be detected by any ability that detects magic. This invisibility does not grant any advantages in combat, as once they begin to attack or use an ability, they are revealed to enemies for the remainder of the encounter.

Their attacks count as magical for determining resistance.

Non-magical damage done to a Stand is reduced by half.

Spells cast by a Stand use the player character's Charisma as their spellcasting ability.

Stands can be used to make checks as a Player Character would, can move and interact with physical items, and can be used to perceive the environment.

A Stand can share a space with its user without restriction.

A Stand can only be as far away from its user as its Range permits.

If a Stand User is moved against their will, their Stand will be moved the same distance and direction, as long as it remains within its Range. Class Features As a Stand User, you have the following class features. Hit Points Hit Dice : 1d8 per Stand User Level

Hit Dice at 1st Level: 1d8 + your Constitution modifier

Hit Points at Higher levels: 1d8 (or 5) + your Constitution modifier per Stand User level after 1st Proficiencies Armor: Light, Medium Armor

Weapons: Simple Weapons

Tools: Artisan's Tools, Calligrapher's Tools, an instrument Saving Throws: Charisma, Constitution

Skills: Choose two from: Athletics, Arcana, Deception, Insight, Intimidation, Persuasion, Sleight of Hand, Performance, Animal Handling Creating Your Stand When you create your character, follow these steps to create a Stand which can be called upon with the feature Stand Generation: Select an Archetype

Select a size: Small or Medium.

Select a shape; Humanoid, Bestial, or anything else you can imagine.

Select 2 skills for your Stand to have Proficiency in.

Select 1 school of Magic, then refer to the following table. Stand Ability The School you choose is your Stand’s Primary Ability. When you gain new Stand Ability Spells, you can take spells of any level, as appropriate, from that school. The schools adjacent to those are your Secondary Abilities, you can take spells up to 6th level from those schools. Adjacent to those are your Tertiary Abilities, which allow up to 4th level spells. Past those are your Quaternary Abilities, from which you can take up to 2nd level spells. The remaining School is your Anathema; you cannot choose any spells from this school. 4







Assign its Stats. The array of stats for your Stand is: X,14,12,10,8,8, Where X is the Stand’s Primary Stat, equal to your Charisma score. The remaining stats can be distributed as you see fit.

Name it! Naming it after bands, albums, and songs is common, but Tarot cards and pantheon deities have also been used. Your Stand is Unique, and Specialized For roleplayng purposes, try to keep your selected Stand Ability spells within a theme. Stands tend toward mastery over a very specific skill set, relying on the ingenuity of their user to apply them in creative ways. Beyond that, Stands adhere to no one appearance; they run the gamut from muscular humanoids to bizarre mechanical creatures to swarms of tiny creatures and anything else the mind can conjure. Choose whatever look works for your character! Stand Generation At 1st level, you can call upon your Stand in whatever form it may take by shouting its name. This can be done on your turn and requires no action. It appears at your location, and shares your character’s turn (i.e. if it attacks, that counts as your attack and so on). A Stand and its User share Hit Points. A Stand can be dismissed on the player's turn, requiring no action. Reflexive Defenses Starting at 2nd level, your Stand gains the ability to take reflexive actions to ensure you remain unharmed. Starting at once per Short Rest, as a reaction, your Stand can teleport to your location and impose disadvantage on an attack against you. This increases to twice at 7th level, three times at 14th, and four times at 19th. Stand Spellcasting Spell Attack Bonus: Proficiency + Your Charisma Modifier

Stand Ability DC: 8 + Proficiency + Your Charisma modifier Select 1 Cantrip and 1 First Level Spell from among your applicable Schools of Magic. Your Stand can cast 1st level spells up to half of your Charisma modifier times per day, rounded up (minimum 1). You can attempt to cast any Stand Ability spell more than its maximum number of times per day, but you gain 1 level of exhaustion in the attempt and must make a Charisma check of 10 + the level of the spell you wish to cast. If you fail, no effect is produced and that action is wasted. A success casts the spell as normal. You recover your use of Stand Ability Spells on a Long Rest. Spells cast by your Stand as their Ability do not require material components. Verbal components are expressed as “Stand Cries”, commonly using sounds like “Ora Ora!”

When you gain a level in this class, you can select one Stand Ability Spell you know and replace it with another spell from an applicable school of magic, adhering to the restrictions of that Stand Ability tier. Stand Ability Improvement Starting at 3rd level, then again at 6th, 11th, and 15th, you can select one more Spell from your Stand's Ability schools of magic. At 3rd level, you gain a spell of 2nd level or lower that can be used twice per Long Rest. At 6th level, you gain a spell of 4th level or lower that can be used twice per Long Rest. At 11th level you gain a spell of 6th level or lower that can be used once per Long Rest. At 15th level, you gain a spell of 8th level or lower that can be used once per Long Rest. Stand Range Improvement At 3rd level, than again at 9th and 14th level, your training with your Stand has enabled you to operate it more effectively at greater distances. Your Stand's maximum range is increased by 5ft., and Material Stands can be wielded telepathically up to their improved range. 5

Force of Will By 6th level, your power has grown along with your purpose. As a pair, you and your Stand you have manifested a power that represents your immense mental fortitude and your personal quest. Select one of the following that best describes why you set out on your journey to begin with and apply the appropriate effects to yourself: Crusade: You feel a desire to defeat evil wherever is may spring up, crush tyranny into dust, and lay low some great threat to life, liberty, and love. Your mental fortitude creates an aura 10ft. around you that grants a bonus to saving throws made by friendly creatures in that area, equal to your Charisma modifier. Conquest: You yearn for power, and will reject your humanity in the search for it. Your desire manifests when you or your Stand kill a creature. You gain temporary hit points equal to your Charisma modifier, 20 at maximum, that fade away at your next Short or Long Rest. Reparation: The world is in ruins, and you intend to fix it. Perhaps some great wrong needs to be righted, or some disaster averted. Your desire to restore the world to a healthier state allows you to, as an action once per Short Rest, meditate with your Stand to heal 1 ally or yourself Hit Points equal to twice your Stand User level. Balance: All you want, with your deepest, truest feeling, is for things to stay the same. Maybe you want to live a normal life, or allow the people around you to exist peacefully. Once per Long Rest, you can unleash a nullifying wave centered on your Stand: all creatures within 10 feet of your Stand lose any damage resistances and immunities they have, as well as damage vulnerabilities until your next turn. Ability Score Improvement When you reach 4th level, then again at 8th, 12th, 16th, and 19th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature. Alternatively, you can increase the ability scores of your Stand in the same manner, forgoing an increase to your own ability scores. Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Partial Stand Generation At 7th level, instead of manifesting your entire Stand, you can manifest a limb, or part of the weapon, and use it in place of your limb or weapon for anything you would normally use that part of your body for, applying your Stand’s relevant stat to the check in question. For example, a clumsy Stand user might use their Stand’s arm to grab a ledge if they fall, or a weak one might use their Stand to avoid being shoved. This can be done stealthily, by making a Dexterity (Stealth) check. Stand Power Starting at 7th level, when you use your action

to cast a Cantrip, you can make one Attack

as a Bonus Action. The Power of Breath Beginning at 10th level, your spiritual proficiency had led to better control over your physical form. You can use an action to steady your breathing and exude Hamon, pure life energy, adding 1d6 radiant damage to each attack done by you and your Stand for up to 1 minute and recovering 1d4 + your Charisma modifier Hit Points at the beginning of each of your turns. Each subsequent turn, to maintain this effect, you must use your Bonus Action to continue to steady your breathing, and it fades if you go unconscious or die. While this is active, you can also sense the location of living beings within 100 ft. of you or your Stand. You can use this technique once per Short Rest. Proximal Strength At 11th level, your many battles have taught you the relationship between your Stand’s power and its proximity to you, and that you can push beyond your normal limits if you keep it close. If your Stand is within 10 feet of you, and you have spells that can be cast at higher levels for additional effects, you can cast a spell at 1 level higher than normal up to your Charisma modifier times per Short Rest. Divide and Conquer By 13th level, working with your Stand has broadened your mind, allowing you to divert some attention away from controlling your Stand to address other tasks. As a Bonus Action on your turn, you can take the Hide, Dash, Use Object, or Help actions. Improved Stand Power Starting at 18th level, when you use your action to cast a Spell, you can make one Attack as a Bonus Action. Hamon Overdrive By the time you reach 18th level, your mastery of breath has reached a pinnacle. When you use “Mastery of Breath”, you create an aura of bright light around you and your Stand that extends for 10 ft around both of you, and then dim light for 10ft. beyond that. Your allies have advantage on attacks made from within this aura. Your radiant damage is increased to 1d8, and healing is increased to 1d6. 6

Requiem Stand When you reach 20th level, the trials and travails of your quest have pushed you beyond any preconception of limits you thought you had, and your Stand has evolved due to it. Either in response to a great need or some outside catalyst, you have awakened a new tier of power in your Stand that reflects your immense resolve. You gain one 9th level Stand Ability Spell from your Primary School of Magic that can be cast once per Long Rest. Your Charisma is increased by 4, and its maximum is now 24. You gain 1 additional use of your 6th and lower Stand Ability Spells per day. Add a second part to your Stand’s name, representing it’s fully realized power or ability, for example “Gold Experience Requiem” or “Killer Queen [Bites the Dust]”. 7

Stand User Archetypes There are numerous types of Stands with even more varied abilities and specialties. The archetype of Stand you choose allows you to select how it will evolve, as well as how its abilities can be best turned to your advantage. Martial Stand Your Stand focuses on brute force and speed, and is a whirlwind on the battlefield, combining its abilities with sheer power and pinpoint accuracy. Martial Stand Traits Primary Ability Score: Strength

Range: 10 ft.

Unarmed Damage: 1d6 + Strength bludgeoning damage, increases to 1d8 at 10th Level, then 1d10 at 15th Level Maximum Precision Starting at 5th level, your training has given your Stand incredible precision when attacking or blocking. As a reaction (up to your Charisma modifier per Long Rest) you can decrease damage from one projectile attack by 1d10 + charisma modifier + Stand User level. If you reduce it to 0 damage and your Stand has a free hand, it can catch the projectile and immediately throw it as a ranged attack with Proficiency. Up-Armored Stand By 9th level, your spirit has toughened up and so has your Stand. Your Stand’s base AC is increased by 2. You can also select one weapon that manifests in your Stand’s hand(s) when you summon it, and it attacks with proficiency in that weapon. Your Stand cannot be disarmed, nor can its weapon be taken. It can sheathe its weapon to attack unarmed. If you so choose, you can change the size of your Stand to Large. Maximum Sutando Powah! At 13th level, your deep resolve roars in defiance! You can make three attacks instead of two when you take the Attack action on your turn. Additionally, if you use your Action to cast a cantrip, you can make 2 unarmed Stand Attacks as a Bonus Action. ORA! ORA ORA ORA ORA ORAAAAAAAA!!!!! When you reach 17th level, you learn to follow in the footsteps of a great Stand User and unleash the king of brute force assaults. Once per Long Rest, as an Action you can unleash a furious barrage of strikes against a target within range of your Stand and force them to make a Strength save against your Stand Ability DC. If they fail, they take 10d12 bludgeoning damage, or half if they pass. Technical Stand You focus more on developing your Stand’s special abilities, inventing creative methods of combining your Stand’s abilities with your team or the environment to vanquish your foes. Technical Stand Traits Primary Ability Score: Dexterity

Range: 15ft.

Unarmed Damage: 1d6 + Dexterity Bludgeoning damage Deep Resrves of Will At 5th level, your mental fortitude is unparalleled. You can use Stand Ability Spells one extra time per day. Bonus Stand Ability Spell When you reach 9th level, your Stand’s capacity for utility allows you to develop its skills laterally as well as vertically. Select a Stand Ability spell of 3rd level or lower from any School of Magic you have access to. You can use it twice per Long Rest without penalty. 8

Specialized Ability By 13th level, you have fought alongside your Stand enough to gain a deeper understanding of its power, and how to better utilize its strengths while covering its weaknesses. Select one of your Stand Ability Spells, and set a condition for it (i.e., ‘When an enemy shows fear’ or ‘When an ally is attacked from behind). When that condition is met, as a reaction, your Stand can immediately cast that Stand Ability Spell up to two levels higher than its original level, spending ability uses as normal. You can change your condition with 7 straight days of training and contemplation, at least 1 hour per day. Additionally, if a Stand Ability spell you cast causes creatures in an area to make a saving throw, you can select creatures in that area and grant advantage on the saving throw. The chosen creatures will only take half damage from that spell if they fail, and no damage if they pass. Glorious Ascension When you reach 17th level, you have a deep comprehension of the upper limits of your Stands capabilities. Select one 1st and one 2nd level spell that your Stand can use. They can be cast without giving up uses of Stand Ability Spells. Additionally, as a Bonus Action you can give up Stand Ability uses equaling the level of one of your spells (i.e. one 4th lv and one 1st to regain a 5th), to regain one use of that level of spell. Material Stand Instead of a humanoid being, you manifest your Stand as a weapon or item whose form you choose when you select this Archetype. and can combine your power to achieve incredible feats of prowess on the battlefield. Material Stand Traits Primary Ability Score: Constitution (Whenever you recover hit points, add your Stand's Constitution modifier to the amount recovered.

Range: Handheld, can be operated telepathically up to its increased range

Damage: Dependant on weapon form, your Stand takes on all the traits of its weapon form. If it is a shield, you gain 2 AC. If it is an item, it is treated as an improvised weapon that deals 1d4 + Strength damage of the appropriate damage type. You are proficient with your Stand Weapon. Attacks with your Stand Weapon are treated as magical for the purposes of determining damage and resistance. Soul Resonance At 5th level, working with to your Stand has caused your powers to resonate strongly. As an action, you can cause this power to overflow for 1 minute, causing your attacks rolls to critically hit on 19-20. This increases to 18-20 at 15th level. Masterwork Form When you reach 9th level, your Stand’s form becomes more intricately designed than before, gaining +1 to hit and damage. You can select a second form for your Stand to take and can change forms as a Bonus Action. If you miss with an attack roll, you can give up one use of a Stand Ability Spell to add the level of the spell to the attack roll, potentially causing it to hit. This can only be done once per round. 9

Witch Hunter At 13th level, your connection to your Stand’s energy deepens further, allowing you to focus it into a strikes from your Stand Weapon to deal more damage. Up to your Charisma modifier per Long Rest, you can spend one use of a Stand Ability Spell to roll additional d8s for damage die equal to the level of the spell given up. Legendary Form When you reach 17th level, your Stand’s form becomes fantastically ornate, with all sorts of fancy particle effects. It now has +3 to hit and damage, and you can select a third form for your Stand to take. Additionally, you can give up a Stand Ability spell use to make two attacks as a bonus action. Long-Range Automatic Stand This type of Stand is usually capable of thinking and acting on its own at incredible range, at the cost of having relatively weak physical ability. Long-Range Automatic Stand Primary Ability Score: Intelligence

Range: 40ft.

Unarmed Damage: 1d4 + Strength or Dexterity Bludgeoning damage Autopilot At 5th level, your Stand can be given simple commands and carry them out on its own, without further direction. Decide on one simple command or criteria (i.e. “attack things that move” or “follow body heat”). Your Stand can perform that action without you manually directing it, and will continue to do so as long as you are alive, even if unconscious, until you call it back to you or give it a new command. Additionally, if that criteria is met during combat, your Stand can use any of its 5th or lower level Stand Ability spells immediately as a reaction. Runner in the Night When you reach 9th level, you can command your Stand to move up to 50ft as a Bonus Action. If it does this, the next Stand Ability Spell it uses has Advantage if it is a Spell Attack, or if it forces the target to make a Saving throw, that target has disadvantage on the Saving Throw. This can be used a number of times equal to your Charisma modifier, and you regain all uses after a Long Rest. Combat Analysis At 13th level, if you or your Stand are attacked from an identifiable source, you can use your reaction to get a Combat Analysis from your Stand. Your Combat Analysis grants you one of the following: Knowledge of the target's strongest or weakest Saving Throw

Knowledge of the targets AC

Knowledge of what spell the target is likely to cast next (At the DM’s discretion)

Knowledge of the target's Hit Point Percentage (as calculated by the DM) This can be used a number of times equal to half your CHA modifier rounded down (minimum 1), and you regain all uses after a Long Rest. A Beast All Its Own When you achieve 17th level, your Stand no longer has a maximum range, and as long as you and it are on the same plane, you can communicate with it, give it commands, and activate its abilities. Additionally, if you dismiss it, it will reappear at your location whenever you summon it next. Your Stand is also now aware of it's own power as well as its ability to develop new powers. Once per Long Rest, you can use your Action to make your Stand copy and use one of the following from a creature you can see: A racial feature (I.e. a Dwarf’s Stonecunning or a Drow’s Darkvision)

A class feature (I.e. a Clerics Branding Smite or a Fighter’s Action Surge)

A spell known by your target that you have seen it use (you can use it as you would use a normal Stand Ability Spell, and it subtracts from your available uses of that level of spell) The copied ability does not have to be used immediately, disappears after it is used, and disappears after a Short or Long Rest. 10

Variant Rules Below are some variant rules for

some aspects of Jojo’s Bizarre Adventure

lore that don’t fit directly into the base

class, but offer interesting twists

on the theme regardless. Hamon Variant: Spin In some campaigns, the concept of Hamon (“magic breathing”, some would say) may not be a good fit for the world, or certain characters may benefit from a more aggressive style of play. For these situations, the 10th level feature “The Power of Breath” and the 18th level feature “Ripple Overdrive” can be replaced with the following features, which offer a more offensive counterpart to Hamon’s supportive effects. Basic Spin Starting at 10th level, as an action, you can tap into

the mystic energy of rotation, twisting and

tightening your body and making your attacks

pierce even the mightiest defenses. For up to 1 minute, you can add +2 to all

attack rolls made by you and your Stand.

Additionally, you both gain 1 AC while this effect is

active, and you can perceive living beings within

100 ft. of you by sensing the vibrations generated

by your Spin. Each subsequent turn, to continue

this effect, you must use your Bonus Action to

maintain your rotation, and it fades if you go

unconscious or die.



























































































Golden Spin When you reach 18th level, you have observed the forms of the natural world to a point where you understand the Golden Ratio that creates the ultimate spin, one that taps into the power of infinity. You now add +4 to hit and gain 2 AC when you use your Action to activate your Spin. Additionally, your perfected Spin generates a whirlwind 10ft. around you and your Stand that redirects ranged attacks if they fail to hit you. The direction of the attack is determined by rolling a d20. (In a harmless direction on 2-10, an enemy on 11-15, an enemy of choice on 16-20, and an ally on 1) 11



















Stand Lore: Acts In many cases, Stands change over time with their user. These different stages are called “Acts” and represent learning or gaining a new ability with your Stand. This is often accompanied by a change in the physical appearance of the Stand itself. For this class, one might consider one’s Stand to have gained a new “Act” at levels 6, 11, and 15.

Stand Lore: Requiem Stands Traditionally, a Stand only obtains a Requiem form when pierced by a special Stand-producing Arrow. When this occurs, the Stand gains a new ability that represents a way to obtain what the user wants (or needs) most in that moment, albeit often in a roundabout fashion. If this bit of lore is important to you, work with your DM to determine a good manner for you to come in contact with the Arrow as you level from 19 to 20. Otherwise, your 20th level Feature “Requiem Stand” might really be a unique or unorthodox application of your existing abilities, such as an ice-based stand freezing the air around it to stop projectiles. 12

Stand User Variant: Ability Type Stands Again, in certain campaigns, “punch ghost” type Stands that manifest as separate beings might not be the best fit thematically. In those situations, you can apply the following modified rules to creating a Stand. Stand Generation Your Stand is a mysterious ability that developed within you, and usually manifests as some small trinket, article of clothing, nearby spirit, or physical change (i.e. a mask or dinosaur-like teeth) when you’re channeling its power. You can activate your Stand freely on your turn without using an action, manifesting its physical form on your body. This physical change is only visible to other Stand users, allies, and enemies after you have used a Stand ability or attacked them. While your Stand is active, your AC is 12 + Charisma as long as you are not wearing Medium or Heavy Armor. While your Stand is active, you must use your Stand’s Primary Stat in place of yours for checks and saves involving that stat. Additionally, while your Stand is active, non-magical

damage you take is reduced by 3. If your Stand is a

Material Type, it still appears as a wielded object in

addition to your specific manifestation. 13