CapnZapp
Legend
Quick spontaneous thoughts:
Overall, an impression of too much text. Could go away once I see it in PHB font and size, though (no idea how wordy compared to PHB abilities).
Command Presence: no need to reinvent wheel, lift the Bard's ability wholesale
Inspiring Word: so this is a heal once per short rest? Not per ally?
Second the suggestion to drop multiplication. Either phrase it as "half target's level" or simply simplify to "hit points equivalent to the target's level".
Also: second the don't mix up hp heals with restores.
Call of restoration: in a game where even the weakest healing spell can do this, this is way too weak to be a stand-alone ability. Suggest you simply drop this and also drop the "cannot be at 0 hp" clause of Inspiring Word.
(If you're completely hung up on the particulars, instead add "ally must be able to hear and understand you" which covers unconsciousness. But then I would add "if you're adjacent to target, you can still inspire it by physically shaking it" since rebounding from zero hp needs to be priced as a very common effect in 5e. All this to Inspiring Word, assuming you drop Call of Restoration)
Tactical Leader: okay. I would probably add that the Warlord as a bonus action can give an ally a bonus action (that it would normally not have), to make this truly worthwhile. (As sacrificing your own action to give somebody an extra action is not a net gain; and smacks of the same issues I have with Beastmaster Rangers. This way, even when sacrificing your main Action isn't appropriate, you can still actually add to the party by having an ally gain a bonus action out of nowhere)
But lordy, what a wall of text! Unless you can cut out perhaps 3/4, you will have to rethink.
Bonus Action: unclear on whether you can give this to others (if you can, cool, since I just suggested this very idea above
)
Getting a full unrestricted extra attack is probably too good, and getting two at any level is definitely too good... assuming the Warlord joins the martial classes in getting two attacks at level 5. (Otherwise ability is OK! Please clarify by stating explicitly "not getting second L5 attack)
Action Inspiration: wait what? Oh now I see, the first one is about advantage, this one is more bardy.
Do not like how you can dish out dis/advantage so easily. There are several situations where the hunt for advantage is a difficult one, and this ability shortcircuits the game's intricate checks and balances completely.
Quick and dirty suggestion: Remove the first one, and replace Action Inspiration with the bard one (we do not want two very similar but not identical abilities in the game).
Stategic Leader is okay provided benefits only to mass combat game.
Rally the Troops: either separate the mass heal ability and the mass restore ability, or hand out both benefits (no choice needed). Then simplify to "give each member an extra save against an ongoing effect".
Good luck!
Overall, an impression of too much text. Could go away once I see it in PHB font and size, though (no idea how wordy compared to PHB abilities).
Command Presence: no need to reinvent wheel, lift the Bard's ability wholesale
Inspiring Word: so this is a heal once per short rest? Not per ally?
Second the suggestion to drop multiplication. Either phrase it as "half target's level" or simply simplify to "hit points equivalent to the target's level".
Also: second the don't mix up hp heals with restores.
Call of restoration: in a game where even the weakest healing spell can do this, this is way too weak to be a stand-alone ability. Suggest you simply drop this and also drop the "cannot be at 0 hp" clause of Inspiring Word.
(If you're completely hung up on the particulars, instead add "ally must be able to hear and understand you" which covers unconsciousness. But then I would add "if you're adjacent to target, you can still inspire it by physically shaking it" since rebounding from zero hp needs to be priced as a very common effect in 5e. All this to Inspiring Word, assuming you drop Call of Restoration)
Tactical Leader: okay. I would probably add that the Warlord as a bonus action can give an ally a bonus action (that it would normally not have), to make this truly worthwhile. (As sacrificing your own action to give somebody an extra action is not a net gain; and smacks of the same issues I have with Beastmaster Rangers. This way, even when sacrificing your main Action isn't appropriate, you can still actually add to the party by having an ally gain a bonus action out of nowhere)
But lordy, what a wall of text! Unless you can cut out perhaps 3/4, you will have to rethink.
Bonus Action: unclear on whether you can give this to others (if you can, cool, since I just suggested this very idea above

Getting a full unrestricted extra attack is probably too good, and getting two at any level is definitely too good... assuming the Warlord joins the martial classes in getting two attacks at level 5. (Otherwise ability is OK! Please clarify by stating explicitly "not getting second L5 attack)
Action Inspiration: wait what? Oh now I see, the first one is about advantage, this one is more bardy.
Do not like how you can dish out dis/advantage so easily. There are several situations where the hunt for advantage is a difficult one, and this ability shortcircuits the game's intricate checks and balances completely.
Quick and dirty suggestion: Remove the first one, and replace Action Inspiration with the bard one (we do not want two very similar but not identical abilities in the game).
Stategic Leader is okay provided benefits only to mass combat game.
Rally the Troops: either separate the mass heal ability and the mass restore ability, or hand out both benefits (no choice needed). Then simplify to "give each member an extra save against an ongoing effect".
Good luck!