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On this forum. Apparently transmutation wizards get a passive that doubles potions made in Alchemy.
You can absolutely do the double potions trick with a transmuter wizard in camp, just remember in order to do it you need to switch out a party member - meaning you have to listen to them whine about being left behind each and every time.
Thanks I didn't know that.
The downside is you have to add him to your party each morning and activate the ring, then swap back to your normal 4 party members.
Ring is the take half damage and give +1 AC ring.
Transmutation wizard: Re-roll him to have maxed WIS, and give him medicine proficiency. Now he'll succeed more often when crafting potions to make two for the price of one. At level 6, he can create a transmutation stone for one of your party members - the CON one is good because it'll give proficiency on CON saves to one of your casters, making concentration checks easier to pass. After level 6 you could multiclass into rogue/bard so you can get expertise in medicine for even better chance at doubling your potions. Can also cast Mage Armor on your casters, so don't waste a spell on this either.
Cleric + Druid: Don't waste your slots with long-lasting buffs (the kind that don't require concentration and last until a long rest). A combination of these two will easily give you extra HP to your party with Aid (upcast it, an extra 5 hp for every level above the base one, only Cleric) plus Hero's Feast once you're high enough (both Cleric and Druid can cast this one, use the Druid so the Cleric can upcast Aid). Protection against Poison. Longstrider. Death Ward. Daylight. You can also do warding bond but that'll probably kill him (then again, you can rez him and steal the gold from Withers). I might have forgotten some. The remaining spells from your druid can be spent creating goodberries, so you can recover between fights without wasting short rests or potions. Use Circle of the Land for your druid so you can get more spells during buffing and more berries.