The Spellweavers

Spellweavers are a race of creatures from an alternate Prime Material Plane. Only vaguely humanoid in appearance, they have a combination of mammalian, reptilian, and insectoid features, and three pairs of arms. Their skin is always a hue of grey, anything in between light enough to appear to be silver, to dark enough to appear to be black.

Cordoned off from the rest of society, Spellweavers reveal themselves only when they think they can get closer to their goals. The purpose behind their actions isn't known, but they are almost always found in areas of large magical activity.

Expanded Spell List

The Spellweavers 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.

Spell Level Spell 1st detect magic, magic missile 2nd alter self, locate object 3rd glyph of warding, lightning bolt 4th arcane eye, ice storm 5th creation, telekinesis

Weaver's Knots

You have access to knots made in the weave of magic, granted to you by your patron. You can access a number of knots equal to your Charisma modifier. You can expend them to gain a variety of benefits. You regain 1 Weaver's Knot when you cast a spell of level 1 or higher, and recover all of your Weaver's Knots when you complete a short or long rest.

By expending 1 Weaver's Knot, you can benefit from the following effects.

Gain advantage on a single Constitution check.

Heal yourself by your Charisma modifier as a bonus action.

Increase the damage of a cantrip you cast by your Charisma modifier.

Warp Arcana

As an action, you can reverse the polarity of magic around you. Until the end of your next turn, you take no damage from magic. This includes spells and magical weapons. Instead, you regain expended hit points equal to half the damage you would have taken, to a maximum of your warlock level. After using this ability, you must finish a short or long rest before you can do so again.

Credit: Paizo Dragon magazines

Arcane Backstitching

At 10th level, you learn how to tie Weaver's Knots into your own body. When you complete and short or long rest, you can chose to have any number of Weaver's Knots incorporated to your body. Non-magical bludgeoning, piercing, and slashing damage that you take is reduced by 2 per Weaver's Knot that you have used in this way. Damage you take from magical artifacts is reduced by 1 per Weaver's Knot that you have used in this way. When you have used a Weaver's Knot via Arcane Backstitching, you cannot use that Weaver's Knot in any other way. You can choose to no longer have a Weaver's Knot incorporated into your body when you complete a short or long rest.

Arcane Appendages

At 14th level, you can call upon the power of your patron in order to temporarily change your own shape and access the weave of magic in a way unique to Spell Weavers. For 1 minute you grow an extra pair of arms. During this transformation, the spell levels of your Warlock Spells are reduced to 2nd level, but you can cast 2 of your Warlock spells during the same action, as long as both spells have a casting time of 1 action, or make a single attack action and cast a spell with a casting time of 1 action. While you have two arms you also have advantage on athletics checks to climb, pull, push, and anything else requiring upper body strength, as well as Sleight of Hand checks. After you have used this power, you cannot use it again until you have finished a short rest.