Spellcasting. The spearmage is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): booming blade, mind sliver, ray of frost (see “Actions” below), sword burst
1st level (4 slots):chromatic orb, color spray, expeditious retreat, sleep,
2nd level (2 slots):cloud of daggers, invisibility, mirror image
3rd level (2 slots):counterspell, slow
Multiattack. The spearmage makes three weapon attacks. It can replace one weapon attack with a cantrip, and it can replace two weapon attacks with a level one or level two spell.
Booming Blade (Cantrip). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 5 (1d8) thunder damage, and the target becomes sheathed in concussive thunder energy until the start of the Hoplite's next turn. If the target moves before then, it takes an additional 9 (2d8) thunder damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Ray of Frost (Cantrip). Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 7 (2d8) cold damage, and the target’s speed is reduced by 10 feet until the start of the hoplite’s next turn.
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