D&D 5E (2024) Wild Magic Sorcerer is Best Sorcerer Subclass

And a DM who doesn’t make plenty of healing potions available to a party that is low on healers isn’t going to have players for long.

Another opinion. I sell them but not in unlimited quantities.

And I've got a waiting list for players. I could run 2 groups easily probably 3 but times an issue.

My players dont heal that much via potion because they dont need to. 4 of them are veterans (5,7,16,23 years playing).
 

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There are a lot of adventures where it is hard to stock up on any gear regularly. Tomb of Annihilation is one example.
And the party will struggle to survive without a healer or easy access to potions, no matter how individually optimised the characters are. ToA is designed around eight encounter days and has a death clock limiting long rests. I would probably give the party a healer sidekick in that situation.

Of course, if a sorcerer finds themselves in a party without healers when they hit level 3 they can always play a Divine Soul (but it really needs a 5.5 update as a priority).

Overall, having a good well balanced party matters far more than what subclass you pick.
 

And the party will struggle to survive without a healer or easy access to potions, no matter how individually optimised the characters are. ToA is designed around eight encounter days and has a death clock limiting long rests. I would probably give the party a healer sidekick in that situation.

Of course, if a sorcerer finds themselves in a party without healers when they hit level 3 they can always play a Divine Soul (but it really needs a 5.5 update as a priority).

Overall, having a good well balanced party matters far more than what subclass you pick.

ToA is also a bit of an exception. Generally regarded as one of the better adventures, harder and advanced ones.

Cant recall to many 8 encounter days maybe towards the end?
 

And the party will struggle to survive without a healer or easy access to potions, no matter how individually optimised the characters are. ToA is designed around eight encounter days and has a death clock limiting long rests. I would probably give the party a healer sidekick in that situation.

I've played TOA numerous times both as a player and DM and I don't think I ever saw anyone die in it. Most of the days before Omu are 0 or 1 encounter days, but there is a heck of a lot of them.

The death clock also does not really limit Long Rests, it just limits how long you have to complete the main plot before Syndra dies. In a group I have currently playing it they are on day 403 and she (and presumably everyone ever raised) is dead. The party is still tromping around exploring Chult though, they want to complete the whole map. I don't think they ever really intended to save her, they are playing it as a Sandbox. I'm sure they will get to Omu eventually. They have known its location for 6 months now.

It is actually really hard to play the adventure as intended and beat the clock because of how long overland trave takes and getting lost all the time. The only time I have ever seen it done is with a 1E Ranger multiclass that took the Ranger level for the ability to never get lost in favored terrain.

I think TOA is the best adventure made by WOTC, but it a lot better if you downplay the Death Curse and make it more about the Flaming Fist and everyone else wanting to exploit Chult.
 
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Did you play it without any healers in the party?

It depends what you mean. I think just about every party had some people with healing spells, but several parties had no dedicated healer and no one who ran around topping up everyone after a fight.

The one I am playing with right now is not one of these though, they do have a Healer, specifically a Jeholrak Life Cleric who runs around healing regularly. The rest of the party is an Ankylier Vengence Paladin, a Yuan-ti Moon Druid, Yuan-ti Spellfire Sorcerer and a Child of Seth Ranger/Wizard.

Since they have not went to Omu their encounters so far are either random once-a-day traveling encounters or the encounters from the locations which are at most 2-3 fight encounters.
 
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Thats not 8 encounters as typical. Right at the end sure.
You ever hear the term "rate determining step"? It's the most challenging parts that matter. Blundering in he jungle isn't really going to stretch the PCs the way the dungeons will. It may take up a fair proportion of the time for players who like hex crawls, but it's only one chapter, and can largely be skipped over if desired.

The "end" however, is a big dungeon crawl, likely to cover many sessions of play.
 

You ever hear the term "rate determining step"? It's the most challenging parts that matter. Blundering in he jungle isn't really going to stretch the PCs the way the dungeons will. It may take up a fair proportion of the time for players who like hex crawls, but it's only one chapter, and can largely be skipped over if desired.

The "end" however, is a big dungeon crawl, likely to cover many sessions of play.

Its not that big:).
 

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