The pale half-elf muttered an incantation under his breath, and his shadow came alive, taking the form of a massive wolf. The shadow beast pounced on the foolish bandit that had dared attack him, and pinned him to the ground. The pallid sorcerer spoke another incantation, and orbs of pulsing arcane acid formed in his hands. The bandit let out a piercing cry, filled with regret, as he struggled in vain to break free from the sorcerer's living shadow. The scream would be his last, as a wave of magically conjured acid dissolved his flesh and bones to ooze.
As the grass and trees smoldered from the great dragon's fiery blast, the smoke cleared to reveal a young human man. His clothes had been scorched away to reveal patches of golden scales across his body. His eyes flashed bright with a glint of gold and white jets of flame burst forth from his fingertips. The wyrm reeled from the unexpected impact, and as it fell from the sky, the scaled beast wondered how this pathetic mortal had come to wield power that rivalled that of a true dragon.
The young halfling girl ducked into an alleyway and tucked the stolen loaf of bread under her cloak. The market she had just come from had broken out into chaos. She had attempted a simple enchantment, just enough to convince a baker to give her a loaf for free, but her magic had other plans. As she whispered her spell, a crack like a bolt of lightning could be heard throughout the market, and instantly all the produce in the market square had spoiled. As she ducked into a nearby alley, she cursed the wild power that caused her to be abandoned by her family.
All three of the characters above are Sorcerers; living and breathing fonts of arcane power. Unlike other mages, they are one with their magic, and they can shape it to great or terrible effects.
The Sorcerer is a spellcaster that is magic incarnate, and their source of magic defines them. They can manipulate the magic in their blood like their own bodies and intricately use it in ways others spellcasters cannot. Sorcerers can push the limits of their magic, allowing it to overflow to increase their power, but at the cost of collateral damage. This huge well of magic potential makes them powerful damage spellcasters, and their Charisma spellcasting also allows them to also be the Face of the party.
Mechanics
Caster: Full
Main Ability Scores: Charisma, Dexterity
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Multiclassing
Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take your first level in Sorcerer, or to take a level in another class if you are already a Sorcerer.
Proficiencies Gained. If Sorcerer is not your initial class, you gain no proficiencies of any kind when you take your first level as a Sorcerer.
Spellcasting. If you have a feature from another class that allows you to learn and cast spells, you can use your Sorcery Points to cast the spells you gained through that feature, and you can use spell slots from that feature to cast your Sorcerer spells.
