As a Doctor you gain the following class features.
Hit Dice: 1d8 per Doctor level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Doctor level after 1st
Armor: Shields and light armor
Weapons: Simple weapons
Tools: Alchemist's Supplies, Brewer's Supplies, Healer's Kit, and Herbalism Kit
Saving Throws: Intelligence and Wisdom
You start with the following equipment, in addition to the equipment granted by your background:
A simple weapon
(a) Padded Armor or (b) Leather Armor
(a) A light crossbow with 20 bolts and a dagger or (b) Shield
A Healer's Kit and (a) Alchemist's Supplies or (b) Brewer's Supplies or (c) Herbalism Kit
At 1st level, you gain proficiency in the Medicine (Wis) skill. If you already had proficiency in this skill, you may double your proficiency bonus in this skill. You may choose to make Medicine using your intelligence Modifier instead of your wisdom Modifier.
At 1st level, your experience and medical training have made you more effective at healing. Whenever you use your Medicine (Wis) or a healer's kit on a 0 HP creature, the creature regains Hit Points equal to your Intelligence modifier + your Doctor level. You may use this feature a number of times equal to your Proficiency Modifier and regain all uses at the end of a long rest.
As an action you can heal or give temporary hit points to an ally equal to one roll of their Hit Die + your intelligence modifier. The temporary hit points last for 1 minute. This spends one of their Hit Die upon use. You can do this a number of times equal to your intelligence modifier (minimum 1) and regain all uses on a long rest. This healing and cost increases to 2 HD at 5th level, 3 HD at 11th level, and 4 HD at 17th level. If any are given as Temporary Hit Points, they do not stack as normal.
You cannot use these features if you are or the target is within 5 feet of a hostile creature.
At 2nd level you gain advantage on any Medicine (Wis) checks on a number of creature types equal to 1 + your Intelligence Modifier (minimum of 1). The types you may choose from are: Aberrations, Beasts, Celestials, Dragons, Elementals, Feys, Fiends, Giants, Humanoids, Monstrosities, Plants, or Undead.
At 2nd level, you may use an action to perform an act of healing. This is the Quick Patch in which you apply a bandage to any living target within touch range and heal by 1d4 + your intelligence Modifier + class level. This increases to 1d6 at 5th, 1d8 at 11th, and 1d10 at 17th. You may only use this feature a number of times as shown on the class table, and regain all uses upon completing a long rest.
At 3rd level, you may brew signature potions at the end of a long rest as long as you posses an Alchemist's Supplies. You begin being able to make basic potions and gain additional options according to the chart below. These potions act as normal potions, but lose their healing properties after the end of your next long rest. You can make an amount of these potions equal to your level divided by 3 (rounded up) + your intelligence modifier (minimum of 2 potions you can make).
3 Potion of Healing, Potion of Lesser Restoration
5 Potion of Greater Healing, Potion of Resistance
9 Potion of Superior Healing, Potion of Greater Restoration
11 Potion of Supreme Healing, Potion of Heroism
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, you have found a way to create natural medicine by scavenging parts from monsters, local plantlife, or scrap left behind by others. You have 4 components to use when you gain this ability. Your maximum increases as shown on the class table. If a medicine calls for a saving throw, the DC is 8 + your intelligence modifier + your proficiency bonus. You may choose to make an attack with your components, and this is treated as a weapon with the thrown (range 10/30) and finesse properties. Allies may choose to allow this attack to hit them. You regain all components when you take a long rest.
You may pick 2 medicines from the following list when you gain this feature. You can choose another medicine at every odd level starting at 7th level. When you level up you can replace one medicine you’ve learned with another.
Adrenaline Shot Upon using 3 components, for the next minute when a living creature you choose makes an attack roll or saving throw, they can roll an additional 1d4 and add it to the result. You may use any number of components to increase the duration of this medicine by 1 minute per component.
Antivenom Upon using 3 components, a living creature you choose is cured of being poisoned. At 17th, the target also is resistant to poison damage and has advantage on saving throws against poison for 5 minutes.
Blazing Powder Upon using 2 components, a creature you choose takes 2d4 fire damage + intelligence mod and stops bleeding. At 17th level, you may increase its damage to 3d6 + intelligence mod.
Chill Powder Using 3 components, a creature you choose takes 2d6 cold damage + intelligence mod. At 17th level, this increases to 2d12 + intelligence mod.
Emergency Shockstone Using 7 components, you can copy the effects of the death ward spell on a living creature you choose. This effect lasts for 1 hour. At 17th level, the target also gains temporary hit points equal to your intelligence modifier that lasts for 1 hour.
Immunol Boost Upon using 3 component, a living creature you choose gains advantage on the next saving throw it makes. This effect lasts for 1 hour. At 17th, the target also gains a number of temporary hit points equal to your intelligence modifier when Immunol Boost triggers.
Necrotic Nectar Upon using 4 components, a living creature you choose takes 2d8 necrotic damage + intelligence mod. At 17th, this effect occurs at the start of the living creature's turn until it succeeds a constitution saving throw to remove it.
Pocket Glass Upon using 2 components, a living creature you choose takes 1d4 slashing damage + intelligence mod at the start of each of its turns for 1 minute due to blood loss or until they succeed at a Constitution Saving Throw to stop it. At 17th level, this increases to 1d8 + intelligence mod.
Popping Powder Upon using 3 components, a creature you choose must make a wisdom saving throw. On a fail, that creature is blinded until its next turn. You may use any higher number of components to increase the duration by as many turns. It may make an additional wisdom saving throw on each of it's turns to remove the effect.
Revitalization Powder Upon using 3 components, a living creature at 0 HP rises up again with 1/4 its maximum hit points + your intelligence mod + your class levels. At 17th level, you may use 2 more components to increase this to 1/2 its maximum hit points.
Revival Powders Using 8 components, you can copy the effects of a revivify spell on a creature you choose. At 17th level, the target also gains Hit Points equal to your intelligence mod + your class levels.
At 5th level, you gain the ability to recognize biological weaknesses in your targets and can impart this information to your allies in the midst of battle. As an action, you can target a creature within 30 feet of you. The first attack or spell against that creature from allies who could hear you deal an additional 1d8 damage until the end of its turn The damage increases to 1d10 at 9th level and 1d12 at 13th level. Biological weakness does not work on creatures with the construct or undead creature type. This skill can be used a number of times equal to your proficiency modifier per long rest.
At 7th level, upon a target becoming gravely wounded (their character level or less), you may call out to them as a reaction (range 120 feet) to grant temporary Hit Points equal to your class levels that last for 30 seconds (5 rounds). At the end of this duration (not when the temporary Hit Points run out) they take all the damage absorbed by those temporary Hit Points at once. If this would bring them below 0 Hit Points, they automatically fail one death saving throw.
By 10th level, you have learned much in your travels. You may choose a new skill or tool in which to gain proficiency, or double your proficiency bonus in a skill or tool you already possess. You may instead decide to further improve your Medicine (Wis) check, gain +2 regardless of if you are already have expertise.
By 11th level, it has become apparent to you that dirty bandages are not the best in terms of healing wounds quickly. Who'd have thought? You gain an extra die to all healing done.
In the heat of battle, it can be overwhelming trying to keep everyone alive and in fighting shape. At 15th level, you have gained control over this heightened state and are able to better utilize it to your advantage. Choose one of the following:
Moving towards a fallen creature doubles your movement speed and you gain +1 AC for 1 minute. You also gain advantage in Athletics check when moving an unconscious creature to safety.
You gain advantage on your attack rolls, and receive temporary Hit Points equal to your class levels for 1 minute. Whenever you disengage during this period, you gain +2 AC for those attack rolls only.
You regain use of this feature after you finish a long rest.
By 20th level, you have seen more than your fair share of combat and wounds. You have learned when to duck and cover and when to charge to the front lines. You gain proficiency in dexterity saving throws and receive +10 feet of movement, as well as gaining +20 maximum Hit Points.
You can use the Raise Dead spell once per long rest without using material components. Furthermore, so long as the brain is not missing, you can transplant organs in place of them; their soul does not need to be ready or willing as they have yet to technically truly "die" to a doctor as experienced as you. This is not counted as a spell for the purposes of you using it and is considered physical. As such, no counter-spell, dispel magic, or other magical abilities will affect this ability.
When you reach 3rd level, you may choose one of the following Professions: The Surgeon or Field Doctor, or the Auto-Doc. Your choice grants different features at 3rd level, and again at 6th, 10th, 14th, and 18th
You cannot always trust your flesh to perform complex procedures. Machines, on the other hand, will always perform their dedicated tasks exactly as taught unquestioningly.
By 3rd level, you have built a tiny little drone to follow you around and assist in your healing duties, and you may use your Quick Patch class feature through it. If destroyed, you may rebuild it during a Long Rest. In combat, the drone shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drone cannot take any action and falls to the ground, taking falling damage as appropriate.
At 11th level, you may use your Natural Medicines class feature through this drone and you may use any skill with which you have proficiency or expertise through your drone. At 14th level, you can use your Biological Weakness and Doctor's Prescription class features through this drone. At 20th level, your drone also gain the benefits of your Combat Ready class feature.
By 6th level, your drone has a more powerful motor. Your drone may carry up to 200 pounds, although its flying speed is reduced to 15 feet while it carries anything. At 14th level, your drone can fly with no movement penalty while carrying anything and your drone will be able to carry up to 300 pounds.
At 14th level, you may use a Bonus Action to active your drone's Emergency Protocols in a 15 foot sphere of itself. This feature uses 1 of your Nature Medicines Components per round active, and you may turn this off as a Free Action. Choose one of the following:
This heals any living creatures in range a number of Hit Points equal to your proficiency bonus plus your Intelligence modifier.
All creatures in range must make a Dexterity Saving Throw equal to 8 + your intelligence modifier + your proficiency bonus or take damage equal to your proficiency bonus plus your Intelligence modifier as Piercing Damage.
By 18th level, you have created a fleet of drones equal to your Intelligence modifier, and you may spend any number of Hit Die during a Short Rest to rebuild drones up to your Intelligence modifier.