Base Class: Sorcerer
You've Got Paladin Inside My Sorcerer. You’ve spent your lifetime immersed in the Arcane, and now you’re called upon to also embrace the Divine – and to take up arms; to be infused with physicality and made into someone that feels the weight of a weapon and armor upon them are… as old friends.
A Gestalt Build. The intent is for this subclass to emulate a PC leveling in two base classes simultaneously. For example a level 5 character being both a level 5 Sorcerer and also a level 5 Paladin.
Given a hypothetical published adventure balanced for 4 to 6 players of particular levels and perhaps 2 or 3 available players – Gestalt player characters are an alternative to each player running a couple of standard PCs at once or a DM re-balancing encounters for a campaign’s worth of material.
...
Tempered Body and Mind
Your mind deepens. Your body transforms, becoming at once stronger and more supple than it was before.
Wisdom. Wisdom saving throw proficiency granted
Alleviated MAD-ness. Your points distributed to Abilities go farther, as there's a +2 bonus to each to mitigate the Multiple Ability Dependence of Paladin-like features.
Hardiness. The d6 Hit Point Dice of a Sorcerer are augmented with +2 Hit Points per level, bringing parity to d10 average Hit Points per level. When healing yourself as during a Short Rest manually add 2 Hit Points per Hit Point Die used to your character sheet via the "Heal" button and text entry box below it, located next to your Hit Points. Your character sheet does not know that your Hit Point Dice should be d10 now.
Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.
Imparted Experience
The experience of some of the best to ever see battle are divinely bestowed upon you.
Of Arms. Martial weapons proficiency adds to the capability with Simple weapons you already possess.
And Armor. Training in Shields, and Light, Medium, and Heavy Armor.
And Casting in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with spells.
Fighting Style
Your martial prowess has been honed and you gain a Fighting Style feat of your choice.
Whenever you gain a Sorcerer level, you can replace the feat you chose with a different Fighting Style feat.
You gain another Fighting Style feat of your choice.at level 7.
Your options are...
Archery
You gain a +2 bonus to attack rolls you make with Ranged weapons.
Blind Fighting
You have Blindsight with a range of 10 feet.
Defense
While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Dueling
When you’re holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Interception
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a [Tooltip Not Found] to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose [Tooltip Not Found] on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
Thrown Weapon Fighting
When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.
Unarmed Fighting
When you hit with your [Tooltip Not Found] and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
Your options are...
Glaive (Graze)
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Battleaxe (Topple)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Blowgun (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Club (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Dagger (Nick)
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Dart (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Flail (Sap)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Greataxe (Cleave)
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Greatclub (Push)
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Greatsword (Graze)
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Halberd (Cleave)
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Hand Crossbow (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Handaxe (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Heavy Crossbow (Push)
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Javelin (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Lance (Topple)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Light Crossbow (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Light Hammer (Nick)
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Longbow (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Longsword (Sap)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Mace (Sap)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Maul (Topple)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Morningstar (Sap)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Musket (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Pike (Push)
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Pistol (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Quarterstaff (Topple)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Rapier (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Scimitar (Nick)
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Shortbow (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Shortsword (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Sickle (Nick)
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Sling (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Spear (Sap)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Trident (Topple)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
War Pick (Sap)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Warhammer (Push)
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Whip (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Second Wind
You have a limited non-mystical well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Sorcerer level.
You can use this feature three times starting at Sorcerer level 3. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach Sorcerer level 10, you gain one additional use of this feature.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Aura of Protection
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier.
A creature can benefit from only one Aura of Protection at a time; a creature chooses which aura while in them.
The aura will increase in size to 20-feet at Sorcerer level 6 and again to 30-feet at Sorcerer level 14.
Divine Wellspring
You now have a font of Divine power welling up within you, and you Channel Divinity endowed gifts differently than most.
Your Divine Wellspring has a limited number of uses and you must finish a Short or Long Rest to replenish them. The number of uses of Divine Wellspring begins as your Charisma modifier plus your proficiency bonus, which will increase as you gain Sorcerer levels.
Divine Melee. You start with these spells always prepared at Sorcerer level 3: Daylight, Divine Smite, Sacred Smite*, Stunning Smite**, Guiding Bolt, Magic Weapon, Shield and Shillelagh. And as you gain access to their spell levels, your list of always prepared spells will include Counterspell, and Fire Shield.
Smite. In addition, you can also cast your always prepared Smite and Magic Weapon spells by expending a use of your Divine Wellspring instead of a spell slot. [To not use a spell slot, cast the "At Will" versions of the spells and manually click the Divine Wellspring "number of uses" indicators on your character sheet.]
Divine Mercy. To bolster allies, these spells are always prepared as you gain access to their spell levels: cantrips Guidance, Light, Mending, leveled spells Cure Wounds, Healing Word, Lesser Restoration, Prayer of Healing, Mass Healing Word, Mass Cure Wounds, Greater Restoration, and Heal.
Lay on Hands. As a Bonus action, you can use your Divine Wellspring to restore a number of Hit Points equal to your Charisma modifier (or 1, whichever is greater) added to your proficiency bonus and then multiplying that total times your Sorcerer level. This also removes the Poisoned condition if you so choose. You can affect creatures within 5 feet of yourself, Hit Points apportioned as you choose.
Abjure Foes. As a Magic action, you can expend one use of this class’s Divine Wellspring to overwhelm foes with awe. As you present your weapon or Holy Symbol or assume an assertive posture while making a declaration, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
*Available Spell. Sacred Smite

**Available Spell. Stunning Smite
Divine Wellspring
.
Extra Attack
You can attack twice instead of once whenever you take the Attack or Magic action on your turn.
Aura of Courage
You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
Spell Battle Master
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell’s range by 60 feet.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack or Magic action on your turn.
Divine Durability
You gain Resistance to one damage type. You may choose a second damage type at Sorcerer level 18.
Your options are...
Acid
You gain Resistance to Acid; Corrosive liquids, digestive enzymes...
Cold
You gain Resistance to Cold; freezing water, icy blasts...
Fire
You gain Resistance to Fire; flames, unbearable heat...
Lightning
You gain Resistance to Lightning; electricity...
Necrotic
You gain Resistance to Necrotic; life-draining energy
Poison
You gain Resistance to Poison; toxic gas, venom...
Thunder
You gain Resistance to Thunder; concussive sound
..
.
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack or Magic action on your turn.
Arms Apotheosis
You add 4 to your Charisma Ability Score and either your Strength or Dexterity Ability Score. This feature can increase an ability score to 21 and above.
Your options are...
Dexterity
Add 4 to your Dexterity Ability score. This feature can increase an ability score to 21 and above.
Strength
Add 4 to your Strength Ability score. This feature can increase an ability score to 21 and above.
Previous Versions
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