GENERAL DESCRIPTION
"Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories - just raw power that they direct at will. Some sorcerers claim that the blood of dragons courses through their veins. It may even be true - it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it's difficult to prove that a given sorcerer does not have a dragon ancestor. Sorcerers even often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Still, the claim that sorcerers are partially draconic is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer's gift." - D&D Player's Handbook

Original Art by G.W., D&D Player's Handbook
ADVENTURES
"The typical sorcerer adventures in order to improve his abilities. Only by testing his limits can he expand them. A sorcerer's power is inborn, and part of his soul. Developing this power is a quest in itself for many sorcerers, regardless of how they wish to use their power. Some good sorcerers are driven by the need to prove themselves. Marked as different by their power, they seek to win a place in society and to prove themselves to others. Evil sorcerers, however, also feel themselves set apart from others - apart and above. They adventure to gain power over those they look down on." - D&D Player's Handbook
CHARACTERISTICS
"Sorcerers cast spells through innate power rather than through carefully trained skills. Their magic is intuitive rather than logical. They know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare them ahead of time. Nor do sorcerers specialize in certain schools of magic the way wizards may. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills. They are proficient with simple weapons." - D&D Player's Handbook
ABILITIES
Primary: Charisma (power of spells, how many spells, and resistance to those spells, bonus spells)
Secondary: Dexterity (protection) and Constitution (health)
ALIGNMENT
Any Alignment, but they tend to be Chaotic more often than not. Keep in mind that in DDO there are no Evil Alignments, but you can still be Lawful, Chaotic, Neutral, and Good (and all combinations).
RACES
All Races of DDO can be sorcerers - Human, Dwarf, Warforged, Elf, or Halfling
HIT DIE: d4
WEAPON & ARMOR PROFICIENCIES: All Simple Weapons, NO Armor, NO Shields
CLASS SKILLS:
Skill Points @ 1st Level: (2 + INT Mod) x 4
Skill Points @ Each New Level: 2 + INT Mod
Automatic Skills: Alchemy, Concentration, Profession, Scry, and Spellcraft (note that not all of these skills may be available in DDO, and some new ones may be added)
FEATS:
Available Feats (in addition to those available to all classes): N/A - All Standard Feats Available
(note that not all feats may be available in DDO, and some new ones may be added)
SORCERERS OF EBERRON:
"In many worlds, sorcerers claim descent from dragons, insisting that the dragon blood in their veins is the source of their power. The sorcerers of Eberron likewise point to dragons as the source of their power, but they speak of cosmic dragons: Siberys, the Dragon Above; Khyber, the Dragon Below; and Eberron, the Dragon Between. They speak of dragons who have ascended to godhood: Revaillukh the Gold. Dolleirranasha the Red. Vallidarrath the Silver. And Others. They point to the magical dragonmarks, and sometimes whisper about a prophecy carved in Draconic runes on the very bones of the world. Dragons are tied to the magic of the world - and sorcerers claim to wield the magic of dragons. Sorcerers in an Eberron campaign have a more mystical bent than in other worlds. Power is rarely their sole concern - rather, they seek some kind of union with the cosmic dragons." - Eberron Campaign Setting Book
Additional Feats of Eberron: Aberrant Dragonmark, Attune Magic Weapon, Bind Elemental, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Favored in House, Legendary Artisan (not all feats may be available in DDO at release)