variant
Adventurer
Game balance. That's a problem with skills - if the skill is too effective, allowing unlimited use becomes problematic in play. This especially goes for things like healing abilities, which can really screw up the hit point economy and adventure pacing if unlimited. It is an artifact of playing a game, such that "realistic simulation" has to take a back seat to the concerns of making the game work.
"Levels" are an out-of-game concept to allow us real world humans to organize things. The character need not know of levels, unless the GM explicitly makes them an in-game concept. It can be simply, "As I learn more, I am able to do more".
Three of the five you list can be re-flavored to not be magical, if you need. Alarm is minor, sound-making traps set around the camp. Animal Friendship? Dude, I'm a ranger. Some animals just *like* me! No magic there. Cure wounds? Well, I have this herbal poultice that does a great job on minor cuts, burns, and strains...
The only times you'll run into issues is with other characters who muss with magic (like, say, Dispel Magic). Which you can still get around in the narrative, if you want, with a little creativity.
Is it absolutely perfect? Nope. Is *any* game absolutely perfect? Nope. RPGs are an exercise in finding your fun, prioritizing, and picking your battles.
So you are limited to how many traps you can setup around the camp and you can somehow designate a person who can't set off the alarm no matter what? Also the person who sets off the alarm can't hear it?
Animals like the ranger, but only a few times per day and you can only make a few poultices per day?
Also for some strange reason, if you setup a trap, you can't make as many poultices or befriend enough animals.
Sorry, but no. Just no.