Oh, and just add the Warlord or 'Support Martial that doesnt do as much Damage' as long as the "I shout you back to life" is just Temp HP.
This will never actually work for implementing a Warlord, and would be a slap in the face for Warlord fans.
Besides, even Mike Mearls, the guy who literally cracked jokes about "shouting hands back on" as a reason to not include a Warlord class, explicitly said that martial healing was fine as far as the devs were concerned, and that if DMs did not like that, they were free to not let players play that in their games.
yes, I am fine with warlords having to choose abilities that heal, and them being limited... then DMs can just say "no warlords" or "Warlords can't take X ability" but give us a REAL working warlord...
healing, buffing, granting attacks, and or movement, descent HD all weapon and armor prof, no extra attacks (well maybe 1 at 11th but I'm not sold on that).
I mean Leading the attack. make an attack if you hit do double weapon damage, hit or miss all allies gain advantage on attacks against this target until the end of your next turn. Once a warlord does this he can't do it again until he takes a long rest.
inspiring word... range 30ft 1 target. Creature spends a HD and gains a bonus to the hp recovered equal to your cha or int mod. at level 5 this increases to 1d6+ your cha or int mod at level 11 it increases to 2d6+ your cha or int mod, and at 17th it increases to 3d6+ your cha mod +your int mod. Once a target has been healed by your inspiring word they can not be healed by it again until they take a short rest. You can use inspiring word a number of times equal to your prof and regain all uses on a long rest.
Rub some dirt on it. Range touch. An alley spends up to a number of HD equal to your prof. Once you do this you can't do so again until you take a short or long rest.
Wolf Pack Tactics choose a target to make a melee attack against, before you do you or an ally adjacent to the target can move up to 10ft without provoking an attack of op. Then make your attack
Commander strike You use your action to grant an ally within 30ft an attack (melee, range, or cantrip) if the attack deals damage they get a bonus equal to your int mod.
Knights move as a bonus action if you have not moved this turn you can make your speed 0 an let an ally use there reaction to disengage and move up to half there movement.