The Sorcadin: The Incandescent Aegis
(6 Oath of Vengeance Paladin / 6 Draconic Sorcerer)
The "Sorcadin" is the paragon of survivability and burst damage in Honour Mode. The synergy is self-evident: the Paladin needs Spell Slots to fuel Divine Smite, and the Sorcerer has them in abundance. By reaching Paladin level 6, you unlock one of the most broken abilities in the entire RPG: Aura of Protection, which adds your Charisma modifier to all Saving Throws for your entire party.
1. Character Creation & Stats
Unlike the Bardadin which relies on Dexterity, the Sorcadin wears heavy armour and wields massive two-handed weapons.
- Optimal Race: Half-Orc (for Savage Attacks and Relentless Endurance) or Zariel Tiefling.
- Background: Noble or Soldier.
27-Point Allocation (No Elixir):
- Strength: 16 (Primary attack stat)
- Dexterity: 10 (Useless in Heavy Armour, let others handle Initiative)
- Constitution: 14 (Hit Points)
- Intelligence: 8 (Dump stat)
- Wisdom: 8 (Aura of Protection will compensate for this penalty)
- Charisma: 16 (For your spell save DC and Aura of Protection)
2. Leveling (Level 1 to 12)
It is crucial to start as Paladin to gain proficiency in Heavy Armour and Martial Weapons.
3. Best in Slot (BiS) Equipment
You are the party's bulwark. Your equipment must reflect this physical dominance.
The Colossus Armoury
Info- The Ultimate Weapon (Act 3): Balduran's Giantslayer (Wyrmway Vaults). Doubles your Strength modifier on damage and allows you to grow in size.
- The Ultimate Armour (Act 3): Armour of Persistence (Purchased from Dammon). Permanently reduces all incoming damage by 2 and grants Advantage on Saving Throws.
The rest of the equipment:
- Head (Act 3): Helmet of Balduran (Heals 2 Hit Points per turn, grants immunity to stuns and critical hits).
- Gloves (Act 3): Legacy of the Masters (+2 to Attack Rolls and Damage Rolls) or Gloves of Hill Giant Strength (if you want to respec to set your base Strength to 8 and maximise Charisma instead).
- Ring (Act 2): Ring of Protection or Risky Ring (to always have Advantage and negate the Great Weapon Master penalty).
Objet manqué
Armour of Persistence (If Dammon is dead)
Plan B — Alternative
Helldusk Armour (Looted from Raphael in the House of Hope). It offers an Armour Class of 21 and fire resistance.
4. The Death Loop (Combat Rotation)
Where a standard Paladin must choose between using their turn to cast a control spell OR attacking, the Sorcadin does both.
- The Opening (Bonus Action): Use your Metamagic Quickened Spell to cast Hold Person (or Hold Monster) on the priority target.
- The Judgment (Main Action): Move to the paralysed target. Against a paralysed target, ALL melee attacks that hit are guaranteed Critical Hits.
- The Annihilation: Strike twice. Since every hit is a guaranteed critical, use the Reaction interface to unleash your highest-level Divine Smites.
- The Cleave (Free Bonus Action): The Great Weapon Master feat states that if you score a critical hit or kill an enemy, you gain an additional attack as a Bonus Action (if you did not use Quickened Spell this turn, save it for Turn 2).