Paladin – The natural paring if you want to make a melee-oriented sorcerer. You are no more multiple-attribute dependent than a single-class paladin, but there is a trade-off to consider. If you start as a sorcerer, you do not get heavy-armor proficiency for multiclassing into paladin, even though you must have at least 13 Str. If you start paladin, you lose the sorcerer's proficiency in Con saves. Whichever route you go, what you get from paladin is weapon and armor proficiencies, a healing feature and evil radar, an expanded spell list including bless and healing, and divine smite, which you can pump sorcerer spell slots into for frequent burst damage—though that won't trigger wild-magic surges, obviously. If you keep going beyond level two, you get divine health, channel divinity, oath spells and features, an extra attack, and, at six paladin levels, aura of protection. It's the rare class that rewards you at almost every level, and as a half-caster, it doesn't completely stunt your spell-slot acquisition.