The master physician is a scholar who has dedicated themselves to the healing arts. This might seem a frivolous pursuit in worlds where magical healing is available, but often such healing is hard to come by, especially for common folk, not to mention the issues of ideological motivation in how they are given out when such magical abilities are often tied up with religious orders, temples, or secretive sects and circles. Certainly, not everyone has the aptitude or attitude necessary to join such. To some, medicine offers a democratization of healing available to everyone regardless of faith or creed, to others an opportunity to help and do good because they wish to heal but personally lack the demeanor, attitude, or abilities to perform magical healing, and for a few more selfish and cynical physicians a business opportunity, a niche they can fill servicing those that currently have nowhere else to go - for a price of course. Regardless of motivation, they are all dedicated to pushing the boundaries of medicine and proving their discipline is a viable alternative to magical healing.
At 3rd level you gain proficiency with the Medicine skill. If you are already proficient with it, you instead gain proficiency with another skill from the scholar list. In addition, you gain an expertise die on all Medicine checks. At level 7 this increases to a d6, at level 10 it increases to a d8 and your maximum size for expertise die on Medicine increases to d10, and at level 14 increases to a d10 and your maximum size for expertise die on Medicine increases to d12. You may always choose to use Intelligence on Medicine checks. You also add Surgical Combatant to the list of bonus feats you may choose.
Also at third level your study of anatomy and biology grants an almost supernatural ability to heal. You have a number of doctor dice equal to your scholar level. The die is a d8. You may expend one of these as an action to heal a target for 1d8 + your Intelligence modifier, and a particular target may only be healed in this way once per short or long rest. Alternatively, you may spend 10 minutes tending to, bandaging, and/or otherwise treating someone and heal them for 1d8 x your proficiency bonus + your Intelligence modifier, with no limit to how often you may do so beyond the time required and the number of doctor dice you possess. You may also expend both a doctor die and a hit die as an action to replicate the effects of a lesser restoration spell. You regain all expended doctor dice when you finish a long rest.
At level 10 your doctor dice increase to 1d10s and you may expend a doctor die and a hit die to replicate a greater restoration spell. A creature may only benefit from this greater restoration once per long rest.
At level 18 your doctor dice increase to 1d12s.
At 7th level when you prepare and administer one of the following medicinals, apply the following effects instead of the normal ones.
At 10th level you may expend a hit die and make a DC 20 Medicine check to replicate a revivify spell. No components are required, though a particular creature may only benefit from this once per long rest.
At 14th level if you spend a long rest doing nothing but resting and talking with or listening to another creature, that creature may remove an additional level of fatigue and strife, and may also remove such even if they have more than one level and are not in a haven. You cannot grant yourself this benefit.
At 18th level when spending 10 minutes to do more intensive treatment with Doctor’s Hands, you may also expend a hit die to automatically roll max on the doctor dice. Doing so is taxing and grants a level of fatigue to the scholar, and a single creature cannot benefit from this intensive care more than once per long rest.