FrogReaver
The most respectful and polite poster ever
1: I got that it scales. But the 1-minute buff feels like magic.
All abilities generally sound magical unless their motivations are explained. So let me do that before you totally write it off as sounding too magical. The goal for my warlord was to tie words and action and demeanor all together so that it would be a bit ambiguous what part was inspiring and helping your allies. In other words I wanted to give more agency for other players to decide how the warlord was specifically helping them. Further, the buffs the warlord grants by his demeanor/words/deeds/etc should be temporary things as its his demeanor/words/deeds that are causing them. I believe a warlord doesn't have to inspire allies a little at the time through a small word here or a small deed there but does something that's just really inspiring or brilliant or helpful once a combat that gets you focused and fighting better than otherwise.
The above is why I chose to key warlord buffs off things that are happening and not just off him spouting out a few words of encouragement to do things. It's also why I chose the 1 minute time limit instead of a turn based one. It let's whatever he did or said or whatever have a lasting effect. "He doesn't have to be totally inspiring the whole fight to inspire you the whole fight."
2: IMO, lazy lord should be an option for the base class. Also, there should be some out of combat features as well.
Maybe. I think the only way to design a traditional warlord and a lazy lord in the same class while keeping the class balanced is to have some kind of tradeoffs for lazylord style abilities with abilities that are good for a regular warlord. Subclass selection is a natural tradeoff scenario and so I think subclass works great for this. If it was that important that it not be a subclass that enables this then there would need to be a significant rework of the attack granting parts of this class. There's just no place I can find for that kind of a tradeoff to be made in any other area of the class. Maybe you can help there?
Something equivalent to guidance equivalent. Nominally, "if you take the help action, the target gains an extra 1d4 on their roll."
Sure I love out of combat abilities. The warlord needs so much early on in order to feel like a warlord that I don't think such an ability can be worked into the first 5 levels. Maybe level 6,7, 9 or 10?
3: If it's too strong, you can reduce the bonus. Or break up the bonuses. Or both.
And then you end up with a jack of all trades, master of none and those concepts generally feel weak in 5e.
i.e.
Choose 3 Rallys from the list below. You may use this ability as a bonus action. You can only have 1 rally active at a time. Allies must be able to see or hear you to get any benefit.
Ready for anything: All allies gain a +3 bonus to initiative and an additional155ft of movement on their first turn.
Focus Fire: You may also designate 1 enemy as a focus target. Every attack against that enemy deals an extra21 damage.
Try Again: When an ally misses an attack you may use your reaction to allow that ally to make an additional attack with disavantage immediately after the miss.
I don't think you made anything strong enough to actually matter. More importantly these abilities don't live up to the concept of a class that inspires others to fight better through word and deed and demeanor. They are all "word" abilities and that just doesn't have the same feel.
Hmm... actaully, this is looking like a mix between the marshal's aura and the warlord's abilities.
BTW here's a list of the marshal aura's. You could have 1 minor (level 1) and 1 major (level 2) running at a time. As well as granting a move action a few times a day.
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Minor
Accurate Strike: Bonus on rolls made to confirm critical hits.
Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
Demand Fortitude: Bonus on Fortitude saves.
Determined Caster: Bonus on rolls to overcome spell resistance.
Force of Will: Bonus on Will saves.
Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
Master of Tactics: Bonus on damage rolls when flanking.
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
Over the Top: Bonus on damage rolls when charging.
Watchful Eye: Bonus on Reflex saves.
Major:
Hardy Soldiers: The marshal's allies gain damage reduction
Motivate Ardor: Bonus on damage rolls.
Motivate Attack: Bonus on melee attack rolls.
Motivate Care: Bonus to Armor Class.
Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides.
Resilient Troops: Bonus on all saves.
Steady Hand: Bonus on ranged attack rolls.
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Honestly I think those kind of Marshall abilities you just mentioned would go great on a warlord subclass.