Does Immortality grant actual immortality?

There are two capstone abilities that grant “cures for aging”

The wizard has the immortality arcane discovery:

Benefit: You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. This is an extraordinary ability.

The Alchemist has Eternal Youth grand discovery:

Benefit: The alchemist has discovered a cure for aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the alchemist is already taking such penalties, they are removed at this time.

But these do not specifically state that the character will stop aging.

The age resistance spell specifically states that it does not stop dying from old age.

You ignore the physical detriments of being middle-aged. This spell does not cause you to look younger, nor does it prevent you from dying of old age,

Whereas the longevity mythic ability specifically states it does.

Longevity (Su): Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores.

So does immortality/eternal youth stop aging, or just the stat penalties of aging?

Does Wind Walk grant stealth benefits due to gaseous form?

There has already been some helpful discussion about whether wind walk in D&D 5e also gives the extra effects associated with gaseous form (Just how gaseous is the "gaseous form" of the Wind Walk spell?). I understand the past consensus was that RAW says probably not, but that there is an acceptable basis for house rules to say otherwise.

In my group, we seem to have opted for the interpretation that being in wind walk’s gaseous form gives us all the benefits of gaseous form. For example, we’ve been able to do do things like flow through small cracks in wind walk.

Under my group’s interpretation of a wind walk that allows gaseous state benefits, would being a gas also make us more difficult to see, which would grant a stealth bonus? For context, we have a tentative plan to infiltrate a warehouse by slipping through a keyhole in wind walk, so we may need to resolve how easy it is for the guards on the other side to see us come in.

Prestige classes that grant domains – Effective cleric level

For a prestige class that grants domains and increases caster level for a previous class, if it grants an extra domain, what is the effective cleric level for that domain? For example, if you are a sorcerer, and you take four levels of Rainbow Servant, you gain access to the Air domain. What is your effective cleric level when you turn/rebuke Air/Earth creatures? Is it your level in Rainbow Servant only? Or is it your effective Sorcerer caster level? Or is it your total character level?

Edit: this came up when the Rainbow Servant came across a wyrmling Green dragon, and she remembered she had access to the Air domain, so she turned Air creatures. She is Sorcerer 6/Rainbow Servant 4. If the effective cleric level is 4, she can roll to turn the 5 HD Air creature. If the effective cleric level is Sorcerer Caster Level, then it is 8. If it is Sorcerer + Rainbow Servant levels, then it is 10, and in the last one, it is possible that the little dragon goes pop (I said it was 4 = Rainbow Servant level).

What feats and class features can grant a half-orc monk natural attacks?

I want to play a half-orc monk who specializes in combining unarmed strikes with natural attacks. By monk, I mean I’d at least like the character to be enough of a monk so that he benefits from the special abilities AC bonus and flurry of blows.

Are there class features or feats that enable my dream of a serene master of fist, tusk, and claw?

Can a Chwinga Grant a Given Person More Than one Charm?

So, within the Chwinga statblock, which can be found in Tomb of Annihilation and Icewind Dale: Rime of the Icemaiden, this ability appears:

Magical Gift (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for information on supernatural charms.

So, the question is how this interacts with the rule on simultaneous effects. Does Magical Gift linger along with the charm it bestows, or is it an instantaneous effect with the charm simply being bestowed, and thus able to be used an infinite amount of times on a given target without losing the effect of the blessings? (Yes, I am aware of the once per day limit, I’m asking if it could still be used every day to stack up effects, or possibly multiple Chwingas using it all at the same time for the same result)

Does/Should the Gladiator background grant proficiency in the weapon it gives?

The Gladiator background (an Entertainer variant, from PHB p. 130-131) gives a strange weapon (like a trident or net) as starting equipment, but doesn’t explicitly specify that it gives proficiency with said weapon.

Is it implied that it does? (Or if not, should it, considering that a seasoned gladiator is expected to be particularly skilled with his weapon of choice?)

What features grant extra attacks besides the Extra Attack feature?

The Tenser’s transformation spell states (emphasis mine):

[…] You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. […]

What features give you extra attacks that aren’t the Extra Attack feature itself and thus do not stack with Tenser’s transformation?

Does the Ritual Caster Feat grant access to Subclass Spells?

Ritual Caster states:

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Would a character be able to chose Druid and gain access to the added rituals from the Druid Subclass Grassland Circle (i.e. Divination)?