
That said, yeah, maybe paladins and rangers should have gotten a cantrip or two too.
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Artificers (particularly Alchemists and Artillerists) rely on their cantrips in ways that Paladins and Rangers never would to begin with (and more than full casters too, for that matter). It just feels like another example of WOTC being unnecssarily conservative with the class' design.Īrtificers don't really have the same toolkit as Paladins or Rangers though, so comparing the two directly doesn't really make sense. It's definitely not the end of the world balance wise, but it strikes me as problematic when the vast majority of artificers I encounter takes the same set of cantrips because the expectations of their class push them in that direction so hard and the sky wouldn't collapse if an artificer could have mage hand too. And tbh, whether or not paladins get cantrips seems pretty immaterial to the original complaint anyways. The other half-casters (Paladins and Rangers) don't get any cantrips at all I think being a bit limited is fair given what else the class gets (infusions etc.).Īrtificers don't really have the same toolkit as Paladins or Rangers though, so comparing the two directly doesn't really make sense. It was a bad call on WotC's part to limit them as much as they did. It makes the class pretty stale at times and leads to, from my experience, really bad cantrip diversity among different players and forces the artificer to avoid a lot of the more fun and creative cantrips until high levels. They rely on cantrips so much and because of the way their class features are built out there are some really strong expectations that you take certain cantrips in order to function properly. I really think Artificers in general should have gotten three or maybe even four cantrips at level 1. Immortality pathfinder wizard discovery.Will of the Divine: Ageless, and come back to life once a year.Widow Queen: You remain young, your minions will return you to life if you die.Thief of Souls: You can destroy souls to remain young.The final level guarantees your immortality even after destruction. Stranger with the Burning Eyes: You lose your own body and can inhabit others for pretty much forever.Skindancer: At level 9, so long as you have skins available.Reincarnate: Gives you a new young adult body.Polymorph Any Object: Transform the target into a younger version of itself.Outlast the Ages: Caster ceases to age while designated item is worn.Master of the Seven Necromantic Mysteries: Level 7 of this prestige class turns you into a ghost.Lurker in the Swarm: Probably the single most unique method of staying young on this list.Lord of the Damned: Level 10 of this prestige class turns you into a lich.Immortalist: Immortal and come back from the dead.Heartless Mage: Immortal at the cost of emotions.Dread Necromancer : Becomes a Lich at level 20.Death Knight: Can turn themselves into a Ghoul, Revenant, Swordwraith, or Vampire.Death King: Undead at level 1, returns from the dead at level 6.Can be incarnated after death via old age. Candothist & Teroccus Candothist: Races with limited self-reincarnation without permanent level loss.


Boneblade Reaper: Gets to fight for their life after they die (including from age) when they reach 9th level.
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If you notice anything missing from this list, feel free to add it. There are a wide variety of ways to become immortal in Dungeons and Dragons here we have attempted to list all of them, along with a brief description of their effects.
