Commanding Presence wasn't an aura (each version had a different requirement, like being able to see the Warlord, or the Warlord able to see you and you to hear him, etc)
While i'm generally not a fan of aura's for a warlord (too passive)... it would look something like...
Commanding Presence: Select one of the following when you gain this level. Creatures who took a short rest with you can claim this bonus on it's turn if they can see and hear you. Once they do, they cannot do it again until they take another short rest with you.
*Tactical: The ally gains advantage on their next attack.
*Inspiring: The ally gains temporary hit points equal to Cha + 1/2 your warlord level.
*Resourceful: The ally either gains +2 to their attack or temporary hit points equal to Cha.
*Skirmishing: The ally does not provoke opportunity attacks until the end of his turn.
Many of the maneuvers are upgrades of lower level ones. You can simply have "at higher level" attached to them to consolidate them.
When you hit a creature it takes extra damage from attacks equal to your Int modifier until the start of your next turn.
Ehh... not a fan. But...
If you hit a creature this turn, inspiring word heals extra hit points equal to the damage dealt.
Brash Assault (so much assault, so little battery)
If an enemy attacks you with an opportunity attack, an ally may make an opportunity attack against that creature.
When you hit a creature, you can use commander's strike against the same creature as a bonus action.
When you hit a creature, you can use commander's strike against another creature within 30' as a bonus action.
can't find this... don't remember it.
Once per short rest, when an enemy is hit, you can use a reaction to give that ally +1dx to their defense. The ally may then make an opportunity attack against the target.
Once per short rest, when a creature makes a saving throw, you can give them advantage or disadvantage.
This one needed some heavy reworking, since there are no uniform encounter powers. Though there are uniform spells.
You can see when a spell isn't going to work and with a quick word, your ally changes plans. Once per day when an ally cast a single target spell that misses or is saved against, you can use your reaction to prevent that spell from being cast. The spell slot is not expended but their action is still wasted.
When an ally misses with an attack, you can use your reaction to add +1dx to it, potentially turning it into a hit.
When an ally misses with an attack, you can use your reaction to add +1dx to it, potentially turning it into a hit. In addition, you can make 1 attack against the target.
When an ally is under an effect that has a saving throw each turn, such as hold person, you can use a bonus action to immediately let them make a saving throw against the effect. A failed save does not make the condition worse.
As a bonus action, you can give temporary hit points equal to Cha + 1/2 your warlord level to a creature that is below 1/2 of it's hit points and is in reach.
Modifying it a bit to keep it simpler.
When you roll initiative you can give yourself a -5 penalty to give someone a +5 bonus.
When an ally is reduced to 0 hit points, you can use a reaction to move upto your speed closer to your ally. If you end adjacent to them, they are instead reduce to 1 hit point + and gain Cha temporary hit points for each opportunity attack you provoked.
When you use inspiring word, you can target all allies that can hear you.
When you use knights move, all allies in 50' may move.
Once per short rest, when an enemy misses you, you can use your reaction to have the enemy reroll the attack against another creature within 5' of you.
This one is hard to replicate, since there's no consistency with short rest abilities. That said, warlord should support spell casters too.
Once per day, when you take a short rest, you can let a creature regain an expended spell slot equal to 1/4 your warlord level.
You can use warlord's recovery as an bonus action.