The Sun Mover

Your patron is one of the ancient gods from the aztec empire, their power is great but fading as they must continue to sacriface part of themselves to keep the sun moving accross the sky. The gods motivation might be to restore some of the followers to the religion or to make more sacrifices to help in the movement of the sun.

Expanded spell list

The Ancient gods let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Additionally you learn the light cantrip.

Sun mover expanded spells

Spell level Spells 1st Speak with animals, Detect evil/good 2nd Gust of wind, Spike growth 3rd Protection from energy, Daylight 4th Polymorph, wall of fire 5th Tree Stride, Commune with nature

Day Breaker

Starting at 1st leveI, your patron bestows upon you the ability to project the blinding presence of the sun. As an action, you can cause each creature in a 10-foot sphere originating from you to make a Constitution saving throw against your warlock spell save DC. The creatures that fail their saving throws are all blinded and stunned by you until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Quetzalcoatls Wings

At 6th level, you learn to you learn to channel quetzalcoatls spirit, as a bonus action you can sprout a pair of colourful feathery wings from your back. You gain a flying speed of 40ft for 30s per warlock level. Whilst these wings are present when hit by an attack you can use your reaction to move 1/2 your flying speed without provoking opportunity attacks. Once you use this feature, you can't use it again until you finish a long rest.

Shielded Mind

Starting at 10th level, you are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location. In addition when a creature targets you with one of these effects, you can choose to make them make a wisdom saving throw and on a fail the spell effect targets them.

The Winds of Echetal

At 14th level, You can divert some of the winds of Echetal, as an action you can cause a 15ft wide, 15ft tall, 120ft long column of fierce fiery wind. Ant creature within the column must make a strength saving through or take 4d8 bludgeoning damage and 2d8 fire damage and be moved 60ft away and knocked prone on a fail, taking half as much on a success and only being moved 20ft. Once you use this feature you cannot use it until you finish a long rest.

Eldritch invocations

Moving Sacrifice

Prequisites: The Sun Mover Patron, Pact of the blade feature

When you kill a creature with your pact weapon it becomes a +1 weapon for the next round and deals an extra 1d8 radiant damage.

Tezcatlipoca's Spirit

Prequisites: The Sun Mover Patron, Pact of the chain feature

Once per short rest your familiar can polymorph into a displacer beast for 1 minute

Huitzilopochtli's haste

Prequisites: 5th level, The Sun Mover Patron, Pact of the tome feature

Haste and Slow are added to your book of shadows, they can each be cast using a warlock spell slot

Quetzalcoatls retreat

Prequisites: 7th level, The Sun Mover Patron, Eldritch blast cantrip

Whenever you use your reaction, whilst Quetzalcoatls Wings are active, to move away from a creature that damaged you, you can target them with an eldritch blast.

Tripping flight

Prequisites: 15th level, The Sun Mover Patron

Quetzalcoatls Wings effect now becomes permanent and ground under the area used when you take your reaction to retreat becomes difficult terrain. Credit: http://spiney-artz.deviantart.com/art/quetzalcoatl-536409169