Abilities must be taught by masters of the respective class/race
The idea is that once you reach a certain level of experience (about 10’000 Experience points), you begin specializing and eventually know all the secrets of your class by name-level (9th, 10th or 11th level)
Second wind: at any point during play, immediately heal 1d10 + level hit points (even directly before damage is applied). Once per Adventure
Press the advantage: When rolling melee or ranged damage, double your die size (d6 → d12, d4 → d8, d8 → d16). Once per Adventure
Walk it off: When you would take a wound at 0 HP, either substract or add 1 to the 2d6 roll. Once per adventure
Devout servant: (In combat only) Pray with 10 additional reputation for divine intervention to your patron god. Once per adventure
Sacrifice: if a nearby comrade would suffer damage, you can instead suffer that damage (choose before or after damage is rolled). Once per adventure
Encouragement: for a single saving throw, Allies gain a +4 to their saving throws against Fear and Charm effects in that round. Declare use anytime. Once per adventure
Read Magic at will (as long as you have 1st level spell slots, no spell slot is consumed)
Glorious Light: you gain a free light spell (no spell slot consumed as long as you have 1st level slots). This light is never blinding even when cast upon the eyes of a foe. You can regulate the intensity of this light just fine so that you can illuminate a great hall or something similar. (may need work)
Maximum Spellpower: Every die on a hit point damage dealing spell is treated as if the maximum has been rolled for damage. Once per adventure
Evasion: Set your AC to 0 for one round. Don’t use this ability if you’re helpless (paralyzed, knocked out). Once per adventure
Lucky Lockpick: For 2 Cloaks&Daggers actions you can substitute Thieves tools if you don’t have any.
Slippery: reroll any saving throw. Once per adventure
Ignore Wounds: For one round you can ignore all wound effects (e.g. broken sword arm, fatal wound). Once per adventure
Diehard: When rolling on the Death and dismemberment table, roll 1d6+6 instead. Once per adventure
Snap out of it: after a failed saving throw, ignore being paralyzed, charmed, being knocked out or stunned. Once per adventure
Elven Wisdom: Gain knowledge of 4 the following languages: Gnoll, Goblin, Kobold, Lizard, Hobgoblin, Ursine, Feline, Canine, Slug, Insect (clacking), Spider (clacking)
Ancient Tenacity: +2 to saves against spells and complete immunity to the “sleep” spell.
Augmented Eyes: as long as there is a light source, you see twice as far as other races.
Define external redirect: Goblin