
Medium humanoid (human?)
Hit Dice: 4 to 9 (10 to 22 hit points); saves as a magic-user. A void witch has advantage on all saving throws versus cold-based effects and is impervious to vacuum.
Armor: Low (Space Age-y robes + average Dexterity); once per round, the void witch can generate a force shield to increase their Armor to medium against one attack.
Movement: As a normal unencumbered human. A void witch can stand and walk on vertical surfaces and ceilings.
Demeanor: Either ominous and imperious, or a spaced-out weirdo. Voice sounds distorted and echoey, as if through a vocoder.
Attack: Gravity pulse (as melee attack: 1d6 damage + target is pushed back 5 feet, must succeed Strength check or knocked prone; as ranged attack: 1d4 damage to all targets in 15-foot cone, must succeed Strength check or knocked prone)
Special:
- Cosmic Filament: As their action, the void witch projects a strand of luminous star-stuff out to a maximum length of 5 feet per hit die. It can be used as a prehensile limb with a Strength score equal to 10 + the witch’s hit dice. A void witch with 7 or more hit dice can have two cosmic filaments active at once.
- Earth’s Embrace: As their action, the void witch creates an area of magnified gravity with a radius equal to 5 feet per hit die. Creatures within the area of effect must succeed a Strength saving throw or be crushed to the ground. Within the affected area, a creature must succeed a Strength saving throw to perform any action. All action rolls are made with disadvantage and all movement speed is halved. A void witch is unaffected by this ability. The area lasts for one minute or until dismissed by the witch.
- Spatial Rift: As a full round action, the void witch tears open the space-time continuum, which occupies a 5-foot square area within a 30-foot radius of the witch. The rift is as bright as a bonfire and blocks line of sight. Creatures within 5 feet of the rift must succeed a Strength- or Dexterity-based saving throw or be sucked in. Creatures within 15 feet of the rift must succeed a Strength-based saving throw or be pulled 5 feet closer to the rift. The rift stays open for 1 minute or until dismissed by the witch.
Familiar (Roll 1d4, roll 1d6 for witch with 7 or more HD):
1 – Luna moth
2 – Albino raven
3 – Black cat
4 – Flying polyp
5 – Classic gray alien
6 – A talking coyote that sounds like Johnny Cash
I Loot the Body (Roll 1d8):
1-3 – A pouch containing 1d10x10 translucent green marbles that glow in the dark.
4 – A dagger made from a dull gray, super-dense material that treats armor as one step lower.
5 – An 8-inch diameter plate of transparent, yellow-green glass. If held up against a wall or other solid surface up to 5 feet thick, it creates a one-way window to the other side.
6 – A metallic cylinder the size of a roll of quarters. Clicking a button on its side causes it to extend, with a maximum length of 10 feet.
7 – A headband made from a lightweight material impregnated with golden wires. Enhances comprehension of motion and spatial relationships. The wearer can use their Intelligence modifier in place of Dexterity.
8 – An intricate mechanical device that looks like a compass except that it has seven points.


