Alright,
@doctorbadwolf @Garthanos and
@FrogReaver , what do you guys think of this subclass:
Rabble Rouser
The bandit king who eludes authority, the revolutionary who strikes back at tyrants and the strategist who succeeds while outnumbered, all those leaders embody the tradition of the Rabble Rouser. Able to inspire even the common man to overcome incredible odds, be they a natural obstacle or simply larger number, becomes even more effective when paired with season adventurers.
Your charismatic personality, your way with words and your willingness to use even underhanded tactics make you a natural fit for this role. Being the underdog is no problem for you, its practically a way of life!
Underdog Proficiency
You've learned a few tricks that some might call underhanded and dirty, but for you, they're just a way to level the playing field. Starting when you select this tradition at 2rd level, you gain your choice of proficiency between Stealth, Sleigh of Hand and Deception. Furthermore, you gain proficiency in either the Thieves' Tools or the Disguise Kit.
Dashing Ambusher
When it comes to combat, the best way to even the odds is to strike first, strike fast, and strike hard. You're a master of pressing the advantage at the start of a brawl. Starting at 3rd level, you can select a second Warlord Presence (you cannot select the same presence twice) and any allies that benefits from your Warlord Presence gains a bonus to all their damage roll made against surprised creatures equal to your Charisma modifier. Furthermore, whenever you apply the effects of your Warlord Presences or use a Shout, you may choose to use your Charisma modifier in place of your Intelligence or Wisdom Modifier.
Power of Cooperation
You know the best way to overcome great obstacles is to properly work with your allies. With a few choice words or silent signals, you can impart this lesson on all those around you. Starting at 9th level, whenever a creature that can hear or see you within 60 feet makes an ability check and receives help from another creature using the Help Action, that ally can treat any dice rolls of 7 or lower as an 8. If you are the one performing the Help Action, you can increase that minimum dice roll by your Charisma modifier (minimum +1).
Rousing Speech
When times are tough and everybody around you is feeling down, it's your duty to raise their spirit up and help them dig deep into reserves they did not know they had. Starting at 13th level, you can take ten minutes to make a speech to rouse your allies. At the end of your speech, any creature of your choice that can hear you recovers spent hit dice until they have a number of hit dice equal to your Charisma modifier, and they regain their lowest level spell slots until they have a total number of spell slots equal to your Charisma modifier. A creature cannot benefit from one of your Rousing Speech again until they have taken a long rest.
Time to Bounce
Sometimes, things turn out more dangerous than you expected and a tactical retreat is in order. You have developed a knack for coordinating such speedy egress and you are yourself incredibly slippery. Starting at 17th level, you and any allies within 60 feet of you who is not at maximum HP, may take the Disengage action as a Bonus Action. Furthermore, when you use the MOVE! shout, you can target an additional number of creatures equal to your Charisma modifier (minimum +1) and you can now target creatures up to 60 feet away from you.