La Campanella
Race: Aasimar
Class: Wizard
Height: 160cm
Weight: 88LB
Age: 20
Gender: Male
Background: Cloistered Scholar
Alignment: Lawful Neutral
Belief in Deities: NA
Personality Traits: Cheerful
Ideals: The Thirty-Six Stratagems are the best plan
Bonds: An angel guided me to fight the monster.
Flaws: Nerd, not good at communication.
Background Story
"Let me give you a good ride."
As an Aasimar, most were physically strong, but La Campanella was different. His parents were told by the voice of God that they would give birth to an Aasimar. However, when La Campanella was born, he was so weak that he had to be placed in an incubator. His parents, doubting he could be an Aasimar with such a frail body, abandoned him at an orphanage.
At school, he was the worst student in terms of physical fitness and was bullied by others.
However, after an angel guided him to a magic school, he realized that being a warrior wasn’t just about physical strength—it was about mastering magic.
Having been abandoned by his parents, he had no name before enrolling in the magic school. It wasn’t until a teacher recognized his potential and adopted him that he was given a name. This teacher, who shared his love for necromancy, began teaching him the art of necromancy and renamed him La Campanella.
“La Campanella, this is the name I give you, so necromancy may resonate like a clock that never stops reverberating in the minds of others.”
After turning 18, he graduated from the Academy of Magic and journeyed to the human world to further his magical studies.
Guided by the angel once more, La Campanella found his way to a place where he would lead the fight against demons. And so, his story begins...
Spells
| Name | Explaination |
|---|---|
| Chill Touch | You create a ghostly, skeletal hand. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes necrotic damage. Until then, the hand clings to the target. If you hit an undead target, it also has a disadvantage on attack against you until the end of your next turn. |
| Cause Fear | Target one living creature you can see and make them face their own mortality (doesn't work on constructs or undead - they're already past that existential crisis). They need to roll a Wisdom save, or they'll be scared of you until the spell wears off. While they're freaked out, they can try the same again when their turn ends - if they succeed, they snap out of it. |
| Toll the dead | Point at someone you can see and summon a creepy bell sound that only they can hear. They must make a Wisdom save or take Necrotic damage. Think of it as ringing their personal death bell! |
| Dark Vision | You've got supernatural night vision! In dim light, you see normally within your Darkvision range. In total darkness, you can still see but it's like everything's in dim light. It's black and white vision though - no colors in the dark, just grayscale. |
| Light | Touch any object that's not too big and isn't being worn or carried by someone else and boom - you've got yourself a magical light source! Think magical flashlight, but you're making an object glow instead of holding one. |
| Message | Point at someone nearby and whisper - only they'll hear your message. They can whisper back and only you'll hear their reply. |
