Vaelka Stonehearth

Level 1 — Dwarf (Mountain-clan heritage) Wizard (None (subclass at level 2))

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STR
8 (-1)
DEX
10
CON
16 (+3)
INT
15 (+2)
WIS
13 (+1)
CHA
12 (+1)

Defense

Armor Class 10 (Unarmored (Wychlaran robes))
Hit Points 11 (1d8 + 3 +3)
Speed 25 ft.

Proficiencies & Skills

Saving Throws Intelligence, Wisdom
Skills Arcana +4, History +4, Insight +3, Investigation +4

Features

Witch's Warding (Wychlaran Training)

custom Level 1
1 per long rest

Raised by the Witches of Rashemen, you have learned folk-warding rites. Once per Long Rest, when you or a creature within 30 feet of you makes a saving throw against a spell cast by an Underworld creature (aberration, fiend, or undead), you can grant that creature Advantage on the saving throw as a Reaction.

Staff of the Oaken Halls

custom (signature item) Level 1

A quarterstaff carved from the charred remnants of the Great Oaken Halls of her fallen dwarven kingdom. While held, it functions as a Wizard Arcane Focus. Custom flavor: when Vaelka casts a spell of 1st level or higher while gripping the staff, faint green motes of old forest-light drift from its grain.

Magic Initiate (Wizard)

background (Sage) Level 1
at will / 1 per long rest

You gain two Wizard cantrips (Prestidigitation, Mind Sliver) and one 1st-level Wizard spell (Comprehend Languages), castable once per Long Rest without expending a spell slot, using Intelligence as your spellcasting ability.

Darkvision

species Level 1

You can see in Dim Light within 120 feet of yourself as if it were Bright Light and in Darkness as if it were Dim Light. You discern colors in that darkness only as shades of gray.

Arcane Recovery

class Level 1
1 per long rest

When you finish a Short or Long Rest, you can regain expended spell slots up to half your Wizard level (rounded up), and no slot can be higher than 5th level.

Spellcasting (Wizard)

class Level 1
at will / spell slots

You cast spells with Intelligence. You know three cantrips and hold a spellbook of four 1st-level spells, from which you prepare spells after a Long Rest.

Dwarven Resilience

species Level 1

You have Resistance to Poison damage and Advantage on saving throws to avoid or end the Poisoned condition.

Dwarven Toughness

species Level 1

Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.

Spellcasting

Intelligence DC 12 +4 to hit Level 1: 2 slots

Prepared spells at level 1: four 1st-level spells from spellbook (Magic Missile, Shield, Burning Hands, Detect Magic). Cantrips known: 3. Spell attack bonus +4, save DC 12.

Fire Bolt

Cantrip Wizard class
Evocation Action 120 ft V, S

A mote of flame streaks at a target within range; on a hit it deals 1d10 Fire damage.

Mind Sliver

Cantrip Magic Initiate (Wizard)
Enchantment Action 60 ft V, S

You drive a disorienting spike of psychic energy into a creature's mind; on a failed Intelligence save it takes 1d6 Psychic damage and has Disadvantage on its next saving throw before the end of your next turn.

Prestidigitation

Cantrip Magic Initiate (Wizard)
Transmutation Action 10 ft V, S

A magical minor trick: sensory effects, small objects, cleaning or soiling items.

Magic Missile

Level 1 Wizard spellbook
Evocation Action 120 ft V, S

Three darts of force automatically hit targets you can see, each dealing 1d4+1 Force damage.

Shield

Level 1 Wizard spellbook
Abjuration Reaction Self V, S

An invisible barrier grants +5 AC until the start of your next turn and blocks Magic Missile.

Burning Hands

Level 1 Wizard spellbook
Evocation Action Self (15-ft cone) V, S

A sheet of flame sweeps out from you; each creature in the cone makes a Dexterity save, taking 3d6 Fire damage on a failure or half on a success. Ignites unattended flammable objects.

Detect Magic

Level 1 Wizard spellbook
Divination Action (Ritual) Self (30-ft sphere) V, S

For 10 minutes, you sense the presence of magic within 30 feet and can see faint auras and their schools of magic.

Comprehend Languages

Level 1 Magic Initiate (Wizard)
Divination Action Self V, S, M

For 1 hour, you understand the literal meaning of any spoken or written language you perceive. Castable once per Long Rest without a slot.

Behind the character

Character Information

Vaelka Stonehearth is a stocky dwarven woman in her late twenties, broad-shouldered and sturdy as the mountain stone of her lost birthright. Her copper-red hair is braided in the Rashemaar style beneath a deep indigo hood, and her lower face is hidden by the traditional embroidered face-veil of Rashemen, patterned in silver thread with mountain-and-flame motifs. Only her keen amber eyes show — eyes that hold both warmth for those she protects and a cold, buried grief for a homeland she cannot remember.

She wears layered Wychlaran robes of forest green and slate grey, adorned with bone charms, river-stone talismans, and witch-knots stitched by her adoptive mothers. In her hands she grips a tall quarterstaff of ancient oak, blackened at its core yet sprouting tiny living leaves from cracks in the bark — the last living remnant of the Great Oaken Halls of her fallen kingdom. Though raised among witches above ground, the stone is in her blood: she has a miner's patience, a smith's stubbornness, and a dwarf's long memory for wrongs.

She despises orcs, goblins, and all crawling things of the Underworld that shattered her people, and she has sworn that no such darkness will touch the Rashemaar town she guards. Yet hatred is not her center. The Wychlaran taught her that warding is stronger than vengeance, and she lives that lesson daily — tending her modest timber-and-stone cottage outside the town walls, surrounded by her twelve cats of every color, brewing remedies, mending wards, and studying her spellbook by lantern-light.

She is quiet, deliberate, and slow to trust, but fiercely loyal once given. She rarely meets other dwarves, and when she does she feels a strange ache — a longing for a culture that exists only in fragments: her father's trade, her clan's name, and the charred wood of her staff. She is, in every way that matters, a daughter of Rashemen with a dwarven heart, a protector who stands between her town and the deep dark.

Before the adventure

Character Background

Vaelka was born in a dwarven mountain kingdom whose name survives only in her clan's surname and the stories her rescuers preserved. Her father was a master miner and stoneworker, renowned for delving halls of beauty and strength. In his ambition to carve a new deep gallery, he broke into chambers no dwarf was meant to open, unsettling evil that had slumbered below — monsters of the Underworld that poured upward through the tunnels.

The gates were shattered, the Great Oaken Halls burned, and the kingdom fell in a single terrible season. Vaelka was only a baby. Refugees fleeing the destruction carried her across the wilderlands until they fell, until at last the Witches of Rashemen — the Wychlaran — found the sole survivor among the wreckage: a dwarven infant, unharmed, gripping a splinter of charred oak. The witches took her in as an omen and a charge.

Raised in Rashemen among the wychlaran circles, Vaelka grew up learning folk-warding rites, herb-craft, the tending of cats and hearth-fires, and the old lore of spirits and wards against the dark. Her talent for magic revealed itself early — not the divine channeling of the witches, but an analytical, bookish gift, which the Wychlaran nurtured with whatever texts and tutors they could gather. She trained as a wizard, studying arcana with the same patience her father brought to stone.

As she matured, she rose in the ranks of the witches' protectors, earning the right to wear the full garb and face-veil of the Rashemaar. The staff she carries was fashioned for her by her adoptive mothers from the charred remnants of the Great Oaken Halls, so that she would always carry her homeland with her — and so that something of it might live again, as the leaves sprouting from its bark attest.

She built a modest cottage just outside the town where she was raised, filling it with twelve cats and the quiet rhythms of a solitary scholar's life. But her true work lies at the town's edges: she walks its walls at night, renews its wards, interrogates strangers with polite suspicion, and hunts any sign of Underworld taint — goblin scouts, orc raiders, deeper things. The Wychlaran regard her as one of their own, a shield-sister of the circles, and the townsfolk know her as the quiet witch on the hill who asks no payment and tolerates no darkness.

Behind her amber eyes, though, an image lingers: a shattered mountain gate, and a promise that one day she will delve deep enough to finish what her father began — not to wake the dark, but to bury it forever.

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