Tactician’s Insight. After the hero has observed or interacted with a creature for 1 minute, he learns whether or not it has higher, equal or lower Intelligence, Wisdom, or Charisma scores than him. In addition, he learns if the target has more or fewer class levels than him.
Heroic Aura - the Heroic Fighter exudes mighty prowess and inspires trust and confidence in others. She gains advantage on all persuasion and intimidation checks and is treated with a measure of respect wherever she goes.
Leaders Speech - The Heroic Leader can make a Charisma (Persuasion) check contested by the Wisdom (Insight) check of a creature that can understand what he says during 1 minute of talking. On a success, as long as the hero remains within 60 feet of it the creature will have a friendly attitude towards him.
Mighty Leap - you are able to leap up to 30ft, over the heads of medium sized creatures, without provoking opportunity attacks.
COMBAT
Critical Strike - on a Critical Hit the Fighter can choose to impose a Condition in addition to damage included bleeding, blinded, bruised, dazed, dazzled, entangled, exhaustion, shaken, staggered, stunned
Strike First - Provided he has not acted already, if the Heroic Fighter is attacked he may use his reaction to Strike First with move and attack rolls against his opponent regardless of the intiative count.
Blitzkrieg - the Heroic Fighter can dash into a group of enemies and make an attack roll against all targets along the line of his dash which are in his reach (the dash does not need to be in a straight line), the Fighter then rolls damage. All targets who are successfully hit take the same damage and are knocked prone.
Barrage (2 Actions)- A Heroic Archer can use a bonus action to shoot multiple peices of ammunition up into the air and the subsequent action to add more ammunition to the barrage which strikes all targets in range in a 60 ft cone