Secrets of the Emerald Order: Disciple of the Emerald Esoterica

Secrets of the Emerald Order: Disciple of the Emerald Esoterica

The Emerald Order is a mystic cabal that jealously guards the Emerald Tablets, upon which the secrets of the universe were inscribed by Thoth-Hermes himself. The most dedicated and driven members of the Emerald Order gain the opportunity to study in the order’s private libraries, sifting through books and scrolls penned by members past and present that explain the mysteries of the Emerald Tablets. The most promising of this inner circle are allowed to glimpse the artifact itself, examine the writings and decipher them for themselves. Those that attain such privilege become spellcasters whose powers seem daunting even to their fellow wizards. This new arcane tradition allows wizard characters to enter the ranks of the Emerald Order, using its mysteries to increase their personal power.

Also provided here are two new spells available to characters who are members of the Emerald Order.


As a Disciple of the Emerald Esoterica, you delve into the mysteries contained within the Emerald Tablets, learning mystical secrets beyond the traditional elements of wizardry. Your understanding of the keys to the universe provides unique forms of magical prowess.


When you select this school at 2nd level, you choose one school of magic. The gold and time you must spend to copy a spell of that school into your spellbook is halved.


Beginning at 2nd level, you can channel your magic into a meditative trance that heightens your understanding. When preparing your spells, you can expend one of your 1st-level spell slots. This spell slot is unavailable to you until you finish a long rest and regain all your spell slots. Until then, you double your proficiency bonus when rolling a check for a skill in which you have proficiency.


At 6th level, you add the haste and slow spells to your spellbook if they are not there already. When you cast haste, the affected creature suffers no lethargy as described in the spell. When you cast slow, all affected creatures have disadvantage on subsequent saving throws to end the spell’s effects. With both spells, if your concentration is broken before the end of the spell’s duration, the spell effects last for 1 additional round before ending.


Starting at 10th level, when you cast a wizard spell as a ritual, you can imbue it with one of the following effects:

  • If the spell has a duration of 1 minute or longer, you double its duration, to a maximum of 24 hours.
  • If the spell has a duration of concentration, you don’t need to maintain concentration on the spell. The spell’s duration is half what it would be if you were concentrating on the spell.
  • If the spell has a particular numerical value associated with it other than its duration (a particular area of effect, number of creatures affected, or a numerical limit on something that is achieved by the spell, for example) then that number is doubled.

Additionally, you can cast any spell you have in your spellbook with a casting time of 1 minute or longer as a ritual. If the casting time of the spell is less than 10 minutes, it is increased to 10 minutes. Spells with casting times longer than 10 minutes take the usual amount of time to cast.


Beginning at 14th level, you add finger of death and revivify to your spellbook. Treat revivify as a 7th level wizard spell, but you can cast it as a bonus action if you choose.


The Emerald Tablets provide much magic for the initiated.


4th-level transmutation (wizard)
Casting Time: 1 minute
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

The Emerald Tablets teach you to harmonize with the vibrational frequency of other matter, allowing you to pass through it or it through you. During casting, you choose a material with which to match your vibrational frequency—stone, wood, steel, or a similar substance. While the spell is in effect, you can move through the chosen material as if it were difficult terrain.

If the spell ends while you are passing through an object, you take 5 (1d10) force damage and are shunted into the nearest unoccupied space. If no such space exists within 5 feet, you take an additional 5 (1d10) force damage for every 5 feet you must travel until you enter an unoccupied space.

Nonmagical objects made of the chosen material, including weapons, pass through you without effect. Magical objects deal half damage as do objects made of more than one material (such as arrows).


3rd-level evocation (sorcerer, wizard)
Casting Time: 1 action
Range: Self
Components: V, S, M (a small emerald chip)
Duration: Concentration, up to 1 minute

This spell wraps you in an aura of emerald energy you can manipulate for both offense and defense. While the mantle is in place, you can use a bonus action to charge any spell you cast with its energy if that spell deals acid, cold, fire, or lightning damage. The damage dealt by the charged spell does an additional two dice of damage of the type delivered by the spell.

As a reaction, you can protect yourself against an incoming attack or spell. You gain a +1 bonus to armor class against attacks. Against spells that deal the acid, cold, fire, or lightning damage, you gain advantage on any saving throws. You also gain resistance to those damage types until the beginning of your next turn. You cannot use the defensive ability of the mantle in the same round as the offensive ability.

3 thoughts on “Secrets of the Emerald Order: Disciple of the Emerald Esoterica”

  1. Avatar

    So I love the flavor of this Archetype, these spell modifications are incredibly cool. For those DMs reading this, the 10th level ability may be prone to some extreme abuse depending on what rituals are available. Keep that agreement with the player in mind :)

    Oh and Attune Vibrations is incredibly cool.

  2. Avatar

    In retrospect, there should be an addendum to Attune Vibrations, in case of the spell ending in less-than-ideal conditions. Something like:

    “If the spell ends while you are passing through an object, you take 5 (1d10) force damage and are shunted into the nearest unoccupied space. If no such space exists within 5 feet, you take an additional 5 (1d10) force damage for every 5 feet you must travel until you enter an unoccupied space.”

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