Cumulitive Suggestions v4
3:
Trade attacks for extra reactions. Limit 1 unique reaction per turn. Except for "help" and "protection fighting style", which are 1/attack.
*You must take the attack action on your next turn, even if you have no attacks left.
*You can move as part of your reaction, trading away movement.
You gain 2+Int modifier (minimum 1) contingencies you can use as a reaction.
*Contingencies have a 5' reach.
*More powerful if you have free hands.
*Small bonus for matching skill proficiency.
Oh...interesting making the number of contingencies being based on your Int. Clever way to make INT desirable. Trade them in/out at each level? Do you still get more at higher levels?
I don't think all contingencies should have 5' reach, but it should be the default.
Conceptually I like that they get more powerful with free hands, but maybe it's enough to make some of them require one or two free hands.
7:
When you take a reaction, you can move 5'/10'/15' without provoking. In addition to your other movement.
Agree with all of it except the 'without provoking' part. That's starting to feel OP. (They could always take Mobile feat, right?)
Except that without it it means they can't
really move around the battlefield, unless they just stay out of combat completely.
Hmmm.
10:
Out of combat team buff. Everyone get's advantage in skill checks.
How about: "When faced with a challenge, whether physical, social, or intellectual, your ability to formulate a plan based on teamwork can help the group succeed. As an action you may grant Advantage on the next ability check to as many allies as your Int modifier, which must be used within the next hour, on the challenge in question. After you use this ability you may not use it again until you have finished a short rest."
Wording is still awkward, but that's the idea.
(By the way, if I were to put a healing ability in it would be in this slot, but I think making a plan is much more appropriate for the concept.)
Level 15:
When a creature with 5' of you takes an action, you can expend your action surge to allow them to take a second action. A creature can only benefit from 1 extra action per round.
In addition, you can give up your bonus action on your next turn to take 1 additional reaction.
Oh, that's really interesting. The Action Surge thing is starting to drift into that zone of "magic but not magic" that makes me leery, but given that Action Surges are a precious and limited resource, I think I'm ok with it. At my table I can always say, "Yeah but Action Surges are actually supernatural, sooo....."