Since everyone else is talking about the Warlord, here's something entirely different, the Watchman.
Watchman
Yellow eyes scanning the horizon, an elf stretches out her hand and warns her friends of an upcoming ambush. Forewarned, they quickly come up with a plan to turn the ambush on the ambushers.
Long hair whipping in the wind, a human spreads her arms wide and throws her head back. Roaring out a challenge, she draws all attention to herself, allowing the rogue to sneak behind the enemy.
Crouching behind a stalagmite, a halfling points out how best to deal with a charging troglodyte. A quick swing of an ally’s sword spells death for the creature.
Some adventurers work their whole lives to become great rulers, but to others, leading is just the beginning of the adventure. The Watchman is a master of manipulating the battlefield, be it through brash challenges or tactical manoeuvring. A Watchman will synergise with any party effectively, enhancing their combat abilities.
[TABLE="class: grid, width: 100%"]
[TR]
[TD]Level
[/TD]
[TD]Feature
[/TD]
[/TR]
[TR]
[TD]1
[/TD]
[TD]Rallying Call
[/TD]
[/TR]
[TR]
[TD]2
[/TD]
[TD]Create Opening (one use)
[/TD]
[/TR]
[TR]
[TD]3
[/TD]
[TD]Watchman Path
[/TD]
[/TR]
[TR]
[TD]4
[/TD]
[TD]Ability Score Improvement
[/TD]
[/TR]
[TR]
[TD]5
[/TD]
[TD]Coordinated Attack
[/TD]
[/TR]
[TR]
[TD]6
[/TD]
[TD]Aura of Awareness
[/TD]
[/TR]
[TR]
[TD]7
[/TD]
[TD]Watchman Path feature
[/TD]
[/TR]
[TR]
[TD]8
[/TD]
[TD]Ability Score Improvement
[/TD]
[/TR]
[TR]
[TD]9
[/TD]
[TD]Push Through (one use)
[/TD]
[/TR]
[TR]
[TD]10
[/TD]
[TD]Aura of Advantage
[/TD]
[/TR]
[TR]
[TD]11
[/TD]
[TD]Watchman Path feature
[/TD]
[/TR]
[TR]
[TD]12
[/TD]
[TD]Ability Score Improvement
[/TD]
[/TR]
[TR]
[TD]13
[/TD]
[TD]Create Opening (two uses)
[/TD]
[/TR]
[TR]
[TD]14
[/TD]
[TD]Push Through (two uses)
[/TD]
[/TR]
[TR]
[TD]15
[/TD]
[TD]Watchman Path feature
[/TD]
[/TR]
[TR]
[TD]16
[/TD]
[TD]Ability Score Improvement
[/TD]
[/TR]
[TR]
[TD]17
[/TD]
[TD]Push Through (three uses)
[/TD]
[/TR]
[TR]
[TD]18
[/TD]
[TD]Aura improvements
[/TD]
[/TR]
[TR]
[TD]19
[/TD]
[TD]Ability Score Improvement
[/TD]
[/TR]
[TR]
[TD]20
[/TD]
[TD]Create Opening (three uses)
[/TD]
[/TR]
[/TABLE]
Class Features
As a watchman, you gain the following class features:
HIT POINTS
Hit Die: 1d8 per watchman level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per watchman level after 1st
PROFICIENCIES
Armour: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Deception, Insight, Medicine, Perception and Performance
EQUIPMENT
You start with 150gp to spend on equipment, in addition to the equipment granted by your background.
Rallying Call
You call out to an ally, encouraging them to push through their wounds and fight on. On your turn, you can use a Bonus Action to have an ally that can hear you regain hit points equal to 1d10 + your watchman level.
Once you use this feature, you must finish a short or Long Rest before you can use it again.
Create Opening
Starting at 2nd level, you can occupy your enemies, granting an ally an opening for a brief moment. On Your Turn, an ally of your choice can take one action as a reaction.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 13th level, you can use it twice before a rest, but only once on the same turn. At 20th level, you can use it up to three times before a rest, but still only once on the same turn.
Watchman Path
Your watchman path defines what kind of watchman you are. You can choose between Path of the Guardsman, Path of Motivation, and Path of the Tactician. Your watchman path gives you access to unique features and characteristics at third level, and more at 7th, 11th and 15th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above its maximum using this feature. Alternatively, you can choose a feat from those listed in chapter 6.
Coordinated Attack
At 5th level, one ally within 30 feet of you that can see or hear you may make a single weapon attack whenever you take the Attack action.
Aura of Awareness
Starting at 6th level, as long as you are conscious and capable of communicating, friendly creatures within 10 feet of you may use your Perception modifier in place of their own. Additionally, you and friendly creatures within 10 feet of you may add their proficiency modifier to Initiative rolls.
At 18th level, the range of this aura increases to 30 feet.
Push Through
Beginning at 9th level, you can use your reaction to have an ally you can see reroll a saving throw that they failed. They must use the new roll, and you can't use this feature again until you finish a Long Rest.
You can use this feature twice between long rests starting at 14th level and three times between long rests starting at 17th level.
Aura of Advantage
Starting at 10th level, as long as you are conscious and capable of communicating, friendly creatures have advantage on creatures within 10 feet of you.
At 18th level, the range of this aura increases to 30 feet.
Watchman
Yellow eyes scanning the horizon, an elf stretches out her hand and warns her friends of an upcoming ambush. Forewarned, they quickly come up with a plan to turn the ambush on the ambushers.
Long hair whipping in the wind, a human spreads her arms wide and throws her head back. Roaring out a challenge, she draws all attention to herself, allowing the rogue to sneak behind the enemy.
Crouching behind a stalagmite, a halfling points out how best to deal with a charging troglodyte. A quick swing of an ally’s sword spells death for the creature.
Some adventurers work their whole lives to become great rulers, but to others, leading is just the beginning of the adventure. The Watchman is a master of manipulating the battlefield, be it through brash challenges or tactical manoeuvring. A Watchman will synergise with any party effectively, enhancing their combat abilities.
[TABLE="class: grid, width: 100%"]
[TR]
[TD]Level
[/TD]
[TD]Feature
[/TD]
[/TR]
[TR]
[TD]1
[/TD]
[TD]Rallying Call
[/TD]
[/TR]
[TR]
[TD]2
[/TD]
[TD]Create Opening (one use)
[/TD]
[/TR]
[TR]
[TD]3
[/TD]
[TD]Watchman Path
[/TD]
[/TR]
[TR]
[TD]4
[/TD]
[TD]Ability Score Improvement
[/TD]
[/TR]
[TR]
[TD]5
[/TD]
[TD]Coordinated Attack
[/TD]
[/TR]
[TR]
[TD]6
[/TD]
[TD]Aura of Awareness
[/TD]
[/TR]
[TR]
[TD]7
[/TD]
[TD]Watchman Path feature
[/TD]
[/TR]
[TR]
[TD]8
[/TD]
[TD]Ability Score Improvement
[/TD]
[/TR]
[TR]
[TD]9
[/TD]
[TD]Push Through (one use)
[/TD]
[/TR]
[TR]
[TD]10
[/TD]
[TD]Aura of Advantage
[/TD]
[/TR]
[TR]
[TD]11
[/TD]
[TD]Watchman Path feature
[/TD]
[/TR]
[TR]
[TD]12
[/TD]
[TD]Ability Score Improvement
[/TD]
[/TR]
[TR]
[TD]13
[/TD]
[TD]Create Opening (two uses)
[/TD]
[/TR]
[TR]
[TD]14
[/TD]
[TD]Push Through (two uses)
[/TD]
[/TR]
[TR]
[TD]15
[/TD]
[TD]Watchman Path feature
[/TD]
[/TR]
[TR]
[TD]16
[/TD]
[TD]Ability Score Improvement
[/TD]
[/TR]
[TR]
[TD]17
[/TD]
[TD]Push Through (three uses)
[/TD]
[/TR]
[TR]
[TD]18
[/TD]
[TD]Aura improvements
[/TD]
[/TR]
[TR]
[TD]19
[/TD]
[TD]Ability Score Improvement
[/TD]
[/TR]
[TR]
[TD]20
[/TD]
[TD]Create Opening (three uses)
[/TD]
[/TR]
[/TABLE]
Class Features
As a watchman, you gain the following class features:
HIT POINTS
Hit Die: 1d8 per watchman level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per watchman level after 1st
PROFICIENCIES
Armour: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Deception, Insight, Medicine, Perception and Performance
EQUIPMENT
You start with 150gp to spend on equipment, in addition to the equipment granted by your background.
Rallying Call
You call out to an ally, encouraging them to push through their wounds and fight on. On your turn, you can use a Bonus Action to have an ally that can hear you regain hit points equal to 1d10 + your watchman level.
Once you use this feature, you must finish a short or Long Rest before you can use it again.
Create Opening
Starting at 2nd level, you can occupy your enemies, granting an ally an opening for a brief moment. On Your Turn, an ally of your choice can take one action as a reaction.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 13th level, you can use it twice before a rest, but only once on the same turn. At 20th level, you can use it up to three times before a rest, but still only once on the same turn.
Watchman Path
Your watchman path defines what kind of watchman you are. You can choose between Path of the Guardsman, Path of Motivation, and Path of the Tactician. Your watchman path gives you access to unique features and characteristics at third level, and more at 7th, 11th and 15th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above its maximum using this feature. Alternatively, you can choose a feat from those listed in chapter 6.
Coordinated Attack
At 5th level, one ally within 30 feet of you that can see or hear you may make a single weapon attack whenever you take the Attack action.
Aura of Awareness
Starting at 6th level, as long as you are conscious and capable of communicating, friendly creatures within 10 feet of you may use your Perception modifier in place of their own. Additionally, you and friendly creatures within 10 feet of you may add their proficiency modifier to Initiative rolls.
At 18th level, the range of this aura increases to 30 feet.
Push Through
Beginning at 9th level, you can use your reaction to have an ally you can see reroll a saving throw that they failed. They must use the new roll, and you can't use this feature again until you finish a Long Rest.
You can use this feature twice between long rests starting at 14th level and three times between long rests starting at 17th level.
Aura of Advantage
Starting at 10th level, as long as you are conscious and capable of communicating, friendly creatures have advantage on creatures within 10 feet of you.
At 18th level, the range of this aura increases to 30 feet.