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What you're looking to do is doable with events. You'd need an event that fires when the player levels up (or on specific levels), then within that event check the player's specific level, and set up some Conditionals that happen when the player is at an important level. In those, perhaps a combination of Text/Choice events where the player picks a skill from a list, and teaching the player the chosen skill within that Choice event. You'll also want to make sure that these events only fire off once per level up, and there's a few ways to do that. Perhaps you check if the player already knows one of the relevant skills, or perhaps you store their current level to a variable periodically and check for changes.
If the above made no sense to you, I'll try to explain in more basic terms, though my typing is hindered atm so I'm trying not to overexplain if it isn't needed.
Here's something I quickly threw together in an existing project as an example event to set this up: https://i.imgur.com/QAoUOjD.png
The autorun event pages may need to be parallel depending on how your other events are set up.
Having said that I do believe a solution to your problem is available without plugins.
1. In Event Mode, right click anywhere on your map to create a new event.
2. Set the trigger to Parallel. (This event will spawn outside of your battle as soon as you hit your desired level 5 for instance. It can *probably* be done in battle too but I didn't test that.)
3. Control variables > Set > Game data - Level of Reid
4. Conditional branch > (choose above variable) = 5
5. Show choices > Strong Attack or Slash
6. When Strong Attack > Change skill: Reid + Strong Attack
When Slash > Change skill: Reid + Slash
7. Control Switches > Level 5 Skill Chosen for Reid = ON (Call it whatever you want)
8. Make a new event page. Conditions (Choose the above variable).
One other question I have is that would an event like this work for the whole project or just the one map that the event is in?
It will only work for the current map the player is in.
Whatever project I am working on usually ends up with a bunch of these type of events. You can copy/paste the event to the next map. I try to keep these all together and put them somewhere inaccessible i.e a rooftop so I know what they are.
You can construct this as a Common Event in the Common Events tab in the Database, but remember that Common Events still work from triggers so you would have to have an event handling the trigger to switch it ON/OFF.