Remathilis
Legend
New attempt to find compromise #241
Level 1:
Tactical Superiority: You gain a 1d4 superiority die which you can spend on a variety of maneuvers. You regain this die at the end of your turn. The size of the die and number of dice increase according to the level chart. You can spend more then 1 die on a maneuver.
*Tactical Adjustment: As a reaction, you can expend dice to add or subtract the die from an attack roll of a creature who is within 5'*your Int modifier, who can also see and hear you. If you roll multiple dice, only add or subtract the highest.
*Warlord Strike: When you hit an enemy, you can expend your dice deal extra damage equal to the total roll.
Level 2: Select one of the following.
*Field Medic: You gain the healer feat. You can expend superiority dice to use it as a bonus action. The creature regains additional hit points equal to the die roll.
*Inspiring Words: You gain the inspirational leader feat. You can expend superiority dice to use it as an action. Creature gain additional temporary hit points equal to the die roll.
Thoughts?
Couple things.
1. Limit tactical die damage to one per person per round (like sneak attack). Gives incentive to spread multiple dice around rather than stack them on characters with multiple attacks.
2. Since feats are strictly optional, I'd give them an ability similar to healer and inspiring word, but not the actual feat. Just a matter of replicating the text of the feat a bit and adding in the changes.
3. There is no need for 5+int mod (and 5e measures in feet, not squares). Just set it to a range (60 ft) and be done. K I.S.S.
Rest looks solid.