just cantrip level effects are not enough for a wizard, and won't be enough for a battlebard. you will need something more. like an aura. and possibly a short rest insperation hit dice.
the main thing is that i want per-turn decisions on which effects (cantrip) to apply. with a variety of effects/bonuses to choose from. vicious mockery (penalize the enemy), thronwhip (move the enemy), bladeward (reduce damage for an ally), truestrike (bonus for ally), trip, ect... rather then simply more damage that the fighter/barbarian/rogue currently have.
having aura's changeable with a bonus action would also work similar.
and therewill still be room for a few short rest abilites, like inspiring word.
/Lots/ of room. A few at-wills, a neat class feature comparable to a freebie, limited cantrip... just getting started, really, unless you visualize a lot of tightly defined personal combat ability (styles, extra attacks and the like).
I don't want to even remotely try to build a class like this, but I can't help but have the odd idea, bad as they might be... [sblock]Some different resource models
Commanding Presence: an 'at will' aura like Mellored came up with, becomes available with archetype which determines what it adds to. At-will for the warlord, but how often an ally can use it is limited.
Maneuvers: At-will moves that generally work. Some might be similar to Battlemaster maneuvers, but are actions rather than attack riders - between that and the Warlord not getting extra attacks, they lack the Nova potential that makes them so powerful for the Battlemaster. Instead of a CS die adding extra damage & determining a random bonus, they do no extra damage (some may be instead of an attack rather than including an attack or do less damage than normal attacks) and provide a bonus based on a secondary stat (INT or CHA).
Inspiration: You exhort an ally to make an exceptional effort. This gives them some benefit - an extra action, short-term buff, restored or temp hps, etc - but it can't easily be repeated. PCs are 'heroes' so the first hit of Inspiration is free, because they just try harder than ordinary folk. After that it costs HD (restoring hps would reasonably always costs HD) or requires an increasingly difficult CON save or both or otherwise becomes unavailable until the next rest. If the CON save is fixed, that'd effectively let it scale with level (assuming proficiency in that save, which is assuming a lot), or it could scale with the level, but the lower of the Warlord's or ally's level.
Some builds might also have such 'extra effort' maneuvers they use personally, or they could just generally be self-useable. Depends on how comfortable the player is having his Warlord 'believe his own propaganda.'
Tactics: These are more complicated, harder to pull off or 'surprise' maneuvers. You & your allies must be drilled on your respective parts of them (a limit on how many you can have available to attempt, and something you can change during downtime). They might work the first time you try them, but become harder as the enemy gets wise to them. The second time you use one of these in the same encounter, or against the same enemy (or, the DM may even rule, against an enemy whose heard a good enough description of it), the affected enemies get INT saves to foil it or avoid/reduce the effects. (A limit on how often you can use them).
(If the warlord were part of some big supplement, I could see Tactics being one-time-use (ever) tricks, that the Warlord learns/devises, uses and discards as his career progresses... but there'd need to be hundreds of 'em and/or guidelines for creating new ones.)
This is also where a Warlord could choose some tactics that give him some extra personal combat ability - for Bravura types, for instance.
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