Spellcasting. The hoplite is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost (see "Actions" below)
1st level (4 slots): color spray, expeditious retreat, sleep
2nd level (2 slots): blur, cloud of daggers, invisibility
Multiattack. The hoplite makes three weapon attacks. It can replace one weapon attack with ray of frost.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Ray of Frost (Cantrip). Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit:4 (1d8) cold damage, and the target's speed is reduced by 10 feet until the start of the hoplite's next turn.
Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories.