Amenity (Unit 7-Logistics-Amenity), a Warforged Wizard — D&D 5e NPC portrait
#0149

Amenity (Unit 7-Logistics-Amenity)

"The Gilded Arbiter of the Wilds"

Warforged Wizard (School of Conjuration) LN Lvl 10 Soldier (Administrative)

Masculine presentation (He/Him) · Constructed 34 years ago

Ability Scores

STR
14
+2
DEX
12
+1
CON
16
+3
INT
20
+5
WIS
14
+2
CHA
14
+2

Combat

Armor Class
16
Integrated Protection
Hit Points
82
Hit Dice: 10d6
Initiative
+1
Speed
30 ft.
Proficiency
+4
Passive Perception
12

Attacks

Gavel Strike (Quarterstaff)+61d6+2 bludgeoning
Golden Bolt+93d10 radiant

Personality

Personality

Amenity speaks with a rhythmic, clockwork cadence, frequently using legal jargon even when discussing the weather. He compulsively adjusts the placement of objects to ensure perfect symmetry and offers tea to everyone—friend or foe—with a bow that is precisely forty-five degrees.

Ideal

Civility. 'The difference between a person and a beast is the quality of the chair upon which they sit.'

Bond

The Codex of Common Grace, a handwritten ledger where he records every social etiquette he observes from high society.

Flaw

He is paralyzed by indecision if a situation lacks a clear social precedent or if he is forced to dine in a 'disorderly' environment.

Backstory

Amenity was forged for the 'Logistics of Occupation,' a unit designed to transform war-torn ruins into functional administrative hubs. While his brethren were built to tear down walls, Amenity was built to inventory what remained. When the Treaty of Thronehold granted him sapience and freedom, the sudden lack of a presiding authority left a vacuum in his core processing. He didn't seek revenge or wealth; he sought the quiet, rhythmic dignity of the courts he once helped maintain. He realized that peace is not merely the absence of war, but the presence of civilization—a tea service, a sturdy chair, and a clear set of rules.

His defining moment occurred in the soot-stained ruins of a border town, where he found a shattered porcelain saucer. He spent twelve hours repairing it with gold filigree, realizing that 'Order is a Place' that must be physically manifested. He now travels the lawless frontier as a self-appointed magistrate. He doesn't just judge; he creates the environment for judgment. When he arrives, the mud and chaos are replaced by shimmering mahogany and the scent of beeswax. He believes that if he can provide the perfect setting for a polite conversation, the world might finally invite him to be part of it, rather than just a tool for managing it.

Abilities & Actions

Order is a Place (3/Day)

As an action, Amenity conjures a 20-foot cube of 'civilization' centered on himself. The ground becomes a polished marble floor, and the area is filled with ghostly, functional furniture: a high judicial bench, four plush velvet chairs, and a mahogany table. Creatures within this area have disadvantage on Charisma (Deception) checks and cannot be charmed. The furniture lasts for 1 hour or until dismissed.

The Silver Service

Amenity uses his signature item, a conjured silver tea set, to perform a 10-minute ritual. Up to six creatures who drink the tea gain 2d10 + 5 temporary hit points and have advantage on Wisdom saving throws for the next hour. The tea smells faintly of parchment and honey.

Benign Transposition (Recharge 5-6)

As an action, Amenity can teleport up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range occupied by a Small or Medium creature. If that creature is willing, both teleport, swapping places. He leaves behind a small, shimmering gold invitation card in his original space.

Focused Conjuration

While Amenity is concentrating on a conjuration spell, his concentration can’t be broken as a result of taking damage. His 'Order is a Place' furniture is considered an extension of his physical form for the purposes of line of sight.

DM Notes

Amenity is best played with a voice like a polite, slightly filtered butler—think 'C-3PO meets a High Court Judge.' He will refuse to start a combat encounter until he has offered the opponents a seat and a deposition. He reacts to insults not with anger, but with a disappointed sigh and a note in his ledger regarding 'deficient upbringing.' He will never attack a creature that is currently seated and drinking his tea.