TEXT: Doctor
  A dwarf covered in dirt looks down in annoyance as he
  stitches up an arm after an avoidable mining accident, his
  supplies for the day already running low.
  Sliding a razor-sharp blade along the beasts back an elf
  expertly severs its spinal cord, slaying the creature while
  preserving its organs for experimentation.
  The sharp claws of a dragonborn swipe downward,
  removing the infected limb of a fellow adventurer before the
  poison can spread, a burning torch already prepared to
  cauterize the wound.
  Doctors are the healers of the common man, working
  tirelessly in places the gods have overlooked. Though they
  lack the magical abilities of other healers their results are no
  less effective. Whether it’s saving a life or ending a life, a
  doctor utilizes their hard-earned knowledge to achieve their
  goals; no matter what they are.
  Knowledge is Power
  Doctors aren’t born, they are made. It takes years of study
  and practice to gain the skills required to be a competent
  healer, and even then, there is always more to learn.
  Everything from long lost scrolls to dusty tomes might hold a
  new secret to preserving life, and it is their responsibility to
  discover it. It isn’t uncommon for a doctor to spend their
  down time seeking out the nearest library, only to be dragged
  away days later by the party in order to move on with their
  adventure.
  1
  
  The Doctor
  Level
  Proficiency
  Bonus
  Features
  1st
  +2
  Oath Benefit, Medical Training,
  Doctor's Bag, First Aid
  2nd
  +2
  Second Opinion
  3rd
  +2
  Doctor Profession feature
  4th
  +2
  Ability Score Improvement
  5th
  +3
  Patch Up, Diagnosis
  6th
  +3
  Paramedic, Vaccination
  7th
  +3
  Doctor Profession feature
  8th
  +3
  Ability Score Improvement
  9th
  +4
  Expert Treatment
  10th
  +4
  Reanimation
  11th
  +4
  Doctor Profession feature
  12th
  +4
  Ability Score Improvement
  13th
  +5
  Experienced Healer
  14th
  +5
  Sedate
  15th
  +5
  Doctor Profession feature
  16th
  +5
  Ability Score Improvement
  17th
  +6
  Practiced Hands
  18th
  +6
  Doctor Profession feature
  19th
  +6
  Ability Score Improvement
  20th
  +6
  Experimental Procedure
  Hard Earned Healing
  Unlike many who can heal simply by calling on the powers
  that be, Doctors must make do with intelligence, skill, and
  hard work. Not only that, but healing without magic is far less
  convenient. Every sedative and healing salve a doctor uses
  was hand crafted by them. They spend most evenings boiling
  bandages and refilling syringes, all while trying to get the
  blood out of their clothes. It can be a hard life, but luckily a
  doctors skills are always in high demand..
  Creating A Doctor
  When making a doctor your first thoughts should be towards
  your practice. Did you own your own clinic where injured
  townspeople gathered? Perhaps you sold experimental
  potions out of your bag to travelers in need along on the
  road? Or maybe you spent your days in the back of a tavern,
  stitching up the wounds of thieves and cutthroats who paid
  well for your discretion.
  Have you become an adventurer by choice, seeking to
  protect those who put their lives on the line for the greater
  good? Or were you run out of town for selling orc blood as
  healing potions, and found yourself with other outcasts?
  Regardless, wherever you go a healer is almost always
  welcome.
  Quick Build
  You can make a Doctor quickly by following these
  suggestions. First, put your highest ability score into
  Intelligence, followed by Dexterity. Second, choose the sage
  background.
  Class Features
  As a doctor, you gain the following class features
  Hit Points
  Hit Dice: 1d8 per doctor level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per doctor level after 1st
  Proficiencies
  Armor: Light armor, medium armor
  Weapons: All simple weapons, hand crossbows
  Tools: Alchemy kit, herbalism kit
  Saving Throws: Intelligence, Constitution
  Skills: Medicine and choose two from History, Insight,
  Investigation, Perception, and Sleight of Hand
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  two simple weapons
  a hand crossbow and 20 bolts
  (a) scholar's pack or (b) a diplomat's pack
  Tools of the Trade
  A doctor has a number of unique items that they
  use in their practice. Small hammers for breaking
  bones, saws for removing limbs, scalpels, and other
  sharp blades. An experienced doctor has learned to
  turn these tools of healing into deadly weapons.
  If you wish to use these as weapons ask your DM
  to help you determine their stats.
  Oath
  When you completed your medical training, you adopted an
  oath to solidify your resolve towards the healing arts. At 1st
  level choose one of the following options.
  “To Do No Harm.” The doctor heals for the maximum
  amount an ability allows as long as they have not harmed a
  living creature that day.
  “For the Greater Good.” The doctor gains proficiency in
  Persuasion and Deception, having learned what to say to stop
  unnecessary questions.
  “The Natural Way is the Only Way” The doctor gains
  proficiency in Nature and Survival, preferring to utilize
  natural ingredients and treatments.
  Ability Save DC = 8 + your proficiency bonus +
  your intelligence modifier
  2
  
  Medical Training
  Due to your meticulous study into the healing arts you can
  use your Intelligence modifier instead of your Wisdom
  modifier for Medicine checks. In addition your proficiency
  bonus is doubled for any Medicine checks that you make.
  Doctor's Bag
  Beginning at 1st level you gain access to a number of special
  supplies due to your medical training. These supplies include
  things like bandages, syringes, medicinal powders, and
  healing salves. You keep these in a storage container of your
  choice such as a bag, a series of puches, or even a trunk.
  As long as you have access to your Doctor's Bag you may
  use an action to stabilize a creature that has 0 hit points,
  without needing to make a Medicine check.
  First Aid
  Beginning at 1st level you can apply basic first aid to an
  adjacent creature you can touch. As a bonus action you heal
  the target for 1d4 hit points. This increases by 1d4 when you
  reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
  You can use this feature a number of times equal to your
  Intelligence modifier + 1. You regain any expended uses when
  you finish a Short Rest.
  Second Opinion
  Once you have reached 2nd level you have become
  accustomed not only to combat, but to coordinating with
  other healers. Whenever an ally within 20ft of you uses a
  healing ability, spell, or item, you can use your reaction to
  increase the amount healed to a single target by half, rounded
  up. Your ally must be able to see or hear you.
  Doctor Profession
  At 3rd level, you choose a profession that you focus on:
  Surgeon, Combat Medic, or Pharmacist. Each is detailed at
  the end of the class description. Your choice grants you
  features at 3rd level and again at 7th, 11th, 15th, and 18th
  level.
  Ability Score Improvement
  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.
  Patch Up
  By 5th level you have learned that there is always another
  fight around the corner, and it's best to be ready for it. Select
  up to 6 willing creatures that you can touch. You spend the
  next 10 minutes quickly stitching up any open wounds and
  applying painkillers where needed, whatever it takes to get
  them to the next battle. This cures them of any non-magical
  ailments and restores a number of hit points equal to half of
  their maximum rounded up.
  You can use this feature a number of times equal to your
  Intelligence modifier divided by two (a minimum of once). You
  regain any expended uses when you finish a Long Rest.
  Diagnosis
  By 5th level you have learned to treat hostile scenarios as just
  another day at the office. As an action you study a living
  creature and gain vital insight towards its physical state.
  You learn one of the targets following statistics: Damage
  Vulnerabilities, Damage Resistances, Damage Immunities,
  Highest Saving Throw, Lowest Saving Throw, or whether or
  not the creature is below half its health.
  You can use this feature a number of times equal to your
  Intelligence modifier (a minimum of once). You regain
  expended uses when you finish a Short Rest.
  Paramedic
  When you have reached 6th level you have become
  experienced at reaching the injured without taking damage.
  When you use your action to disengage you may also double
  your movement speed until the end of your turn.
  Vaccination
  At 6th level you have spent countless hours attempting to aid
  those suffering from disease and have developed a number of
  treatments. As an action you can cure a target of a single
  disease afflicting them. Alternatively, you can inoculate a
  target against disease for the next 24 hours.
  In addition, due to exposure from numerous patients the
  doctor gains immunity to all disease.
  3
  
  Vitality Boost
  Upon reaching 9th level you have become an expert at
  healing at a moment’s notice. As an bonus action you can
  heal an adjacent creature you can touch for 4d6 hit points.
  This increases by 2d6 when you reach 15th level (6d6)
  You can use this feature a number of times equal to your
  Intelligence modifier + 1. You regain any expended uses when
  you finish a Short Rest.
  Reanimation
  Once you have reached your 10th level you have seen enough
  life and death that the lines between the two have started to
  blur. As an action you inject a special serum into a creature
  that has died within the last ten minutes, and are able to
  instantly return them to a living state. The creature returns to
  life with 1 hit point.
  This ability can't return to life a creature that has died of
  old age, nor can it restore any missing body parts.
  Experienced Healer
  At 13th level you are unlikely to fail at common medical
  tasks. Whenever you make a Medicine check you can treat a
  d20 roll of 9 or lower as a 10.
  Sedate
  By 17th level you have managed to create sedatives using
  standard supplies. As an action you can inject a willing
  creature with a sedative that will cause them to go
  unconscious for 1d4 hours.
  You can also attempt to inject an unwilling creature for the
  same effect. An unwilling target must be below one quarter of
  its maximum hit points for this ability to take effect. They
  must then succeed a Constitution saving throw or
  immediately fall unconscious for 1d4 hours.
  Practiced Hands
  By 17th level you have performed the same procedures
  countless times. Whenenever you use a healing ability, item,
  or other effect that involves a die roll you can add an
  additional healing die of the same type to the end result, even
  if the result would otherwise be maximized.
  Experimenetal Procedure
  At 20th level you recognize that the limitations of the mortal
  body are simply defects waiting to be corrected.
  You target a specific stat; Strength, Dexterity, Constitution,
  Intelligence, Wisdom, or Charisma and attempt to improve it.
  This may involve replacing organs, changing appearance, or
  altering brain chemistry.
  To be successful you must succeed on a DC25 Medicine
  check or the procedure fails. On a success the target gains a
  permanent +1 bonus to the targeted ability score. You may
  not attempt this procedure on the same target more than 3
  times, regardless of success or failure.
  Due to your skills a failure does not inflict any negative
  effects on the target, but the target receives no benefits.
  The procedure takes eight hours from start to finish, and
  cannot be paused or interrupted. The targeted creature takes
  five days to recover, and remains incapacitated.
  4
  
  Profession
  While all doctors share similar knowledge, they utilize that
  knowledge in different ways. Your choice of profession
  reflects not only your priority as a healer, but the way you
  make a living.
  Surgeon
  The surgeon fully dedicates themselves to the healing of
  others, taking their study of medicine to the limits of
  accepted medicine, and beyond. Not everyone understands
  their brilliance, to the point where it is often more practical to
  keep their more advanced experiments a secret.
  Expert Practice
  At 3rd level you can now add your intelligence modifier to the
  result of any healing ability you perform.
  Surgery
  When you reach 7th level you have gained the confidence to
  delve deeper into the bodies of your patients. You operate on
  an injured subject, curing them of any ailments, both
  mundane and magical. The target regains a number of hit
  points equal to their maximum. Any hit points the target
  gains over their maximum become temporary hit points. This
  takes 2 full hours from start to finish.
  Transplant
  By 11th level you have begun experimenting with new
  methods to improve life. You attempt to transplant an organ
  from one creature to another in order to provide a benefit.
  The organ must be from a creature that is either living or has
  died within the last 24 hours. Examples of this can be the
  eyes of a person with darkvision, or the stomach of a creature
  immune to poison. You can also replace a limb with one from
  a similar creature.
  This process takes 2 hours from start to finish and takes 2
  days to recover from. To be successful you must pass a
  Medicine check using the chart below, your DM determines
  the difficulty of the operation.
  Difficulty
  DC
  Example
  Simple
  DC15
  Human Leg
  Moderate
  DC20
  Elf Eyes
  Complex
  DC25
  Dragon Stomach
  Insane
  DC30
  Beholder Stalk
  Bedside Manner
  By 15th level you have discovered a number of easy steps to
  maximize the recovery of an injured individual. When your
  party takes a short rest whenever they expend a hit die they
  automatically recover the maximum it allows.
  Servant of Flesh
  At 18th level you have reached the apex of the medical
  profession and have found a way to create life rather than just
  preserve it. You now have the ability to create a Flesh Golem
  from the bodies of the recently deceased. To do this requires
  three bodies that have died within the last 10 days and you
  must work without interruption, resting no more than 8
  hours per day, for 30 days.
  The golem appears as a normal humanoid and requires a
  perception check DC17 to determine its true nature. The
  golem cannot talk but understands you and follows your
  instructions. Ask your DM for the creature’s stats.
  5
  
  Combat Medic
  Preventing damage can be just as useful as repairing it, and
  no one understands this better than the combat medic. They
  aren’t meant to be stuck in a clinic, they do their best work
  when on the battlefield. While still an expert healer they focus
  just as much on how to hurt as how to heal.
  Surgical Strike
  When you choose this Profession at 3rd level you utilize your
  knowledge of anatomy when making your attacks. You now
  add your Intelligence modifier to your attack rolls in addition
  to all other bonuses.
  Extra Attack
  Beginning at 7th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Survival Tactics
  At 11th level you gain one of the following features.
  Mild Mannered. Any creature who targets you with an
  attack or harmful spell must first make a Wisdom saving
  throw or choose a new target. If you make an attack, or deal
  damage to another creature, this ability ends.
  Frantic Strike. When surrounded by foes you lash out
  wildly. You can use your action to make a basic melee attack
  roll against any number of creatures within 5 feet of you, with
  a separate attack roll for each.
  Flash Flask. As a bonus action you throw a pre-prepared
  flask to the ground, the volatile mixture exploding in a flash of
  light. Any attacks made against you until the start of your next
  turn are made at disadvantage. You cannot do this again until
  your next short rest.
  Disable Organ
  By your 15th level you have begun to recognize the weak
  points common in many creatures. You attempt to make a
  precise strike against an enemy in order to weaken it. Choose
  an effect below and make a regular attack roll. If successful
  rather than doing damage the target must make a saving
  throw or suffer your ability’s effect. This effect lasts until the
  target is healed.
  Cripple – You target a limb, such as a leg or a wing, in
  order to inhibit a creature’s movement. On a success the the
  target's speed is reduced by half.
  Blind – You target the eye or eyes of a creature in order to
  visually impair it. Depending on the creature the DM decides
  how and if it can be blinded. DEX save.
  Disarm – You target an extremity, such as a hand or claw,
  that is holding an item. On a success the creature drops the
  item and their extrimity is disabled. STR save.
  Disable - You target a unique organ in order to disable a
  creature’s natural ability, such as its fire breath or poisonous
  sting. Your DM may determine an ability cannot be disabled
  in this way. CON save.
  Adrenaline Shot
  Having reached 18th level you have experienced enough
  battles that the desire to slay your foes overpowers your
  instincts for self-preservation. As a bonus action you inject
  yourself with a concoction of your own creation designed to
  improve your speed and reflexes.
  Your body surges with energy as you benefit from effects
  identical to that of the Haste spell. Unlike the spell however
  this ability lasts for 5 minutes. These effects are physical
  rather than magical and cannot be dispelled. Only your body
  can benefit from this ability due to your years of experiments.
  You may use this feature once per long rest.
  6
  
  Pharmacist
  Healing potions are a daily necessity to the common
  adventurer, so it shouldn’t be surprising to find a doctor
  dedicated to producing them. The pharmacist spends their
  time not only producing potions, but improving them, always
  attempting to create more powerful concoctions.
  Potioneer’s Kit
  When you choose this profession at 3rd level your doctor’s
  bag has been modified to accommodate your specialization.
  It functions as normal, but also replaces the need for
  Alchemist's Supplies, an Herbalism Kit, or a Poisoner’s Kit.
  Custom Class By; IIEarlGreyII v2.0
  Art Credits: Chris Cole, Stanely Lau, Bjorn Hurri
  Routine Brewer
  By 3rd level you have made crafting healing potions a daily
  part of your life and it takes considerably less time and effort.
  Use the chart below to craft potions.
  Potion
  Crafting Time
  Cost
  Antitoxin
  1 Hour
  25gp
  Potion of Healing
  2 Hours
  25gp
  Potion of Greater Healing
  6 Hours
  125gp
  Potion of Superior Healing
  12 Hours
  2,500gp
  Potion of Supreme Healing
  24 Hours
  25,000gp
  Healing Cloud
  Once you have reached 7th level you have experimented with
  enough healing potions to discover a new delivery method.
  You have the option to use an action to inject a healing potion
  with a chemical agent which instantly transforms it into a
  gas. Instead of consuming the potion you immediately smash
  the bottle, releasing a mist. You and all living creatures
  adjacent to you benefit from the potions healing.
  Enhanced Elixir
  By 11th level after countless hours of work you have found a
  way to increase the potency of your potions of healing. Any
  potion you create that provides healing now utilize d6’s
  rather than d4’s.
  Refined Replication
  At 15th level you have mastered the art of crafting potions
  you are familiar with, allowing you to focus more on potions
  you are unfamiliar with. You take a potion in your possession
  and attempt to learn its formula by researching its
  components.
  The rarity of the potion determines the time it takes to
  study, at the end of which you must make a Medicine check.
  On a success you gain the ability to craft that potion, however
  the original potion is destroyed regardless of your success or
  failure. Crafting the potion costs half the potions value in
  materials and a certain amount of time determined by its
  rarity, listed below.
  Your DM decides the potions value.
  Rarity
  Difficulty
  Crafting Time
  Common Potion
  DC15
  2 Hours
  Uncommon Potion
  DC20
  6 Hours
  Rare Potion
  DC25
  12 Hours
  Very Rare Potion
  DC30
  24 Hours
  Legendary Potion
  DC40
  48 Hours
  Master Alchemist
  At 18th level you gain one of the following features of your
  choice.
  Quantity Over Quality. Whenever you would create one
  potion, you instead create two.
  Potent Potables. Potions you craft that involve rolling dice
  now automatically produce the maximum effect.
  Reliable Replicator. You no longer need to make Medicine
  checks when creating or replicating potions, you simply
  succeed.
  7
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/5e Doctor, Non-Magical Support Class 2.0.pdf