Adventurer (base kit) 20xp
Base Kit: +4hp; Acquire Job
Initial Bonus: +4hp; Proficiency in Observation; Free Calling
Calling (10xp)
Explorer: Gain training in one of the following skills: Arcane, Crafting, Divine, Element, Nature, or Occult).
Dungeon Delver: You can use Crafting instead of Insight when examining equipment, structures, and ruins.
Inquisitor: Gain Eternal Magic at 1d4 and +3 MP.
Truthseeker: Charming, Deception, and Intimidation checks are contested by your Observation instead of Willpower while on a job. This only applies outside of combat.
Whisperer: Gain Advantage when gathering information through underground contacts or black-market networks.
Acquire Job: You've been hired for a job. You job can be anything, from protecting someone, escorting a person or object, exploring ruins, clearing a haunted house, etc. You can only have one job at a time, but it's possible that the details of the job change over time. Starting a job takes at least 10 minutes, as you gather the initial information. You may reroll 1 die on any check relating to your job. This does not include checks made during combat.
Tier I (5xp)
Monster Hunter: Make an Observation check vs the targets Vigilance. If you succeed you gain advantage against the target, 1 round per success.
Puzzle Solver: Gain proficiency in either Investigation or Observation.
Watch and Wait: Gain proficiency in either Stealth of Vigilance.
Study the Terrain: Make an Observation check instead of Athletics to Climb, Jump, or Swim, and you can also use it in place of Finesse to move though difficult terrain.
Tell Spotter: You gain advantage when using your Observation to detect if someone is lying or hiding a motive as part of your current job.
Tier II (10xp)
Adventurer's Toughness I: Gain +4hp
Get your Hands Dirty: Gain proficiency in either Melee or Parry
Get to the Truth of the Matter: Gain proficiency in Deception or Willpower
Flank with Me: Move your speed, if you end this move next to a creature that is threatening an ally, that ally can also move 2 squares as a free action.
I Just Know Things: Reduce the DC by 1 when identifying creatures or crafted objects.
Tier III (15xp)
Trip Up: As a reaction make an Observation check against the targets Vigilance. Add -1D stack of disadvantage per +2★ on its next action.
Analyze Attack: The DC needed to affect you by any target you have an active "Monster Hunter" against, increase the DC by +1.
Studied Strike: Make an attack against a creature you have an active Monster Hunter against. Deal an additional +1d6 damage.
Eternal Dedication: Gain Eternal Magic at d4 (or d6 if it was previously d4) and +3 MP.
Observe Target: You can make an Observation check instead of an Intellect skill check to Insight creatures.
Tier IV (20xp)
Adventurer's Toughness II: Gain +4hp
Tamper Sense: You have Advantage to determine whether or not something that is part of your job has been staged, tampered with, or otherwise manipulated or deceive you.
Aid Ally: As a reaction you can allow an ally to reroll 2 dice from a skill check they just made.
Studied Step: When you use "Monster Hunter" you can now spend +1★ to move 1 square.
Tier V (25xp)
Perfect Strike: When you have advantage against a target deal +1d6.
Drive your Foe: When you use "Monster Hunter" you can spend +2★ to make your target move 1 square.
Know your Enemy: A target's Strength or Agility DC is reduced by 1 for your next attack before the end of the next round when you successfully Insight them.
Eyes of the Watcher: You can use "Observe Target" on up to 3 creatures instead of 1.