I hate "gish." It means nothing. It has no real world association or interpretation. It's a made up word for D&D, originally and solely referring to Githyanki (a race also made up whole cloth for D&D) fighter/magic-users. It's a convenient short hand for use among D&D forum people. It's short -which everyone always loves when you have to type it out. But it has zero impact or meaning. It's a shorthand, at best, the D&D equivalent of anagrammatic language used in texting. Not a class name nor conveyor of concept.
All that said, here's my guy...
Arcane Half-caster Professional Adventurer Pal referenced, heretofore, as "Quester" for typing/simplicity's sake.
HD/HP: d10/10 + Con. bonus at first level, + d10 + Con. mod. per level
ARMOR: All armor, and shields
WEAPONS: all simple, all martial
TOOLS: Thieves tools or 1 tool set of your choice.
SKILLS: Choose 3 from: Arcana, Athletics, History, Investigation, Medicine, Stealth, Survival
SAVES: Constitution, Intelligence
EQUIPMENT
1. a) Leather armor, 1 martial weapon, 1 short bow /20 arrows or b) Scale armor and 2 short swords or 2 simple melee weapons.
2. a) Spell component pouch or b) simple weapon
3. A spellbook.
4. a) dungeoneer's packs; b) scholar's pack; or c) explorer's pack
Prof. bonus as normal, Spell progression, as the paladin. See recommended spell list in previous post. Features progression as Ranger.
1st [2]: Arcane Sense: 60' radius, sense elemental, fae, or undead, sense any location/area within the same radius that has been enchanted by arcane magic (as by illusions, Guards & Wards, a teleportation portal, etc...). 1 + Int. mod times per long rest.
Venturing Expertise: As long as you are not wearing heavy armor you have advantage on one type of ability checks or saves against effects you can see (such as traps, spells) of their choice. Once chosen, the ability can not be changed. You gain additional abilities to apply this benefit at 6th and 14th levels. You can not use this feature if you are blinded, deafened, or incapacitated.
2nd [2]: Fighting Style, Spellcasting (spellcasting ability: Int.)
3rd [2]: Quester Archetype,
Eldritch Action: Take a bonus action on each of your turns in combat. You may use this bonus action 1) use the Attack action to make an additional weapon attack with a weapon you have in hand and cast a spell with a casting time of 1 action or less as a single attack; 3) Spend a spell slot to make a magically "charged" weapon attack that deals an additional d6 force damage along with normal weapon damage (and appropriate modifiers) per level of the spell slot used.
4th: ASI
5th: Arcane Recovery (as the wizard feature) Once per day after a short rest, regain up to half your level of expended spell slots.
6th [2 improvements]: Arcane Sense Improvement: Your Arcane Sense range extends to 100'.
Venturing Expertise improvement: Choose another ability to gain advantage on checks and saves.
7th: Archetype Feature
8th[ASI +1]: ASI,
Eldritch Smite: when you use your Eldritch Action to spend a slot to magically charge your weapon attack, your attack now adds 2d8 + d8 per spell level above 1st. The dice increase to d10 if the target is undead or elemental.
9th: -
10th [1 improvement +1]: Arcane Sense improvement: You can now sense arcane magic effects upon individual persons or any innately magical beings (creatures with the Innate Spell Casting feature) and extraplanar creatures (dragons, celestials, fiends) within 100'.
Aura of Protection: as the paladin ability; Starting at 10th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
11th: Archetype Feature
12th: ASI
13th: -
14th [1 improvement +1]: Venturing Expertise improvement: Choose another ability to gain advantage on checks and saves. Also, you can now use this feature while wearing heavy armors.
Indomitable: as the fighter feature; reroll a failed save once per long rest.
15th: Archetype Feature
16th: ASI
17th: -
18th [1]: Aura of Protection improvement (30' radius)
19th: ASI
20th [1]: Spell Mastery: as the wizard feature; choose one 1st level spell and one 2nd level you can cast them at their original spell level without spending a spell slot. If you want to cast at a higher slot, the slot must be used as normal. You may change these chosen "mastered" spells after a long rest.
QUESTER Archetypes
The default guy who adds more "Battlemaster/Maneuver Fightery"
1 guy who adds more "Skillsy Thiefy"
1 guy who adds more "Loremaster Bardy/Druidy?"