Okay, here are a few more bits of what I have been working on. There are a few minor revisions to other things I've posted already, but I'm not going to repost the whole thing until I'm further along toward a finalized first draft.
First, for all warlords:
RENEWING LEADERSHIP: Starting at 14th level, your leadership dice pool can refresh under specific circumstances determined by your commanding presence. You can use this ability a number of times equal to your Intelligence or Charisma bonus, whichever is higher, and then must complete a long rest before using it again. You can’t use this ability more than once per round.
- Bravura Presence: You can choose to regain one expended leadership die when an enemy makes an opportunity attack against you.
- Insightful Presence: You can choose to regain one expended leadership die when you or an ally you can see within 30’ detects or discerns something unseen, such as a secret door, a trap, or a hidden enemy, or when surprise ends for you.
- Inspiring Presence: You can choose to regain one expended leadership die when an ally you can see hits with a weapon attack made with disadvantage.
- Resourceful Presence: You can choose to regain one expended leadership die when you or an ally you can see within 30’ fails a saving throw.
- Tactical Presence: You can choose to regain one expended leadership die when you or an ally you can see within 30’ scores a critical hit with a weapon attack.
These are all tentative, and I'm not sure that they all balance well against each other yet.
Then I have filled in the rest of the subclass abilities for the back rank leader:
GROUP INSPIRATION: Once you reach 10th level, you can choose to target multiple creatures when you use your inspiring word. You can affect a number of targets equal to your Intelligence or Charisma bonus instead of only one. Doing so depletes your leadership dice pool by two dice instead of one.
PROTECT ME!: Starting at 15th level, when a creature makes a melee attack against you, you can use your reaction to call a willing ally that can hear or see you within 10’ to defend you. That ally and you switch places, and the triggering attack instead targets that ally. Using this ability depletes your leadership dice pool by one die.
RALLY AND REGROUP: At 20th level, you can use your action to rally and regroup your allies. Each ally within 60’ that can see or hear you can spend up to 3 Hit Dice to heal and make a save against one condition or effect of your choice that a saving throw can end (whether made automatically on the creature's turn, as an action on its turn, or under certain conditions) or an effect that will end automatically during the next turn of the target or creator of the effect. In addition, when you use this ability, you can designate a point you can see within 60’, and each affected creature can use its reaction to move up to its speed without provoking opportunity attacks, provided that it ends that movement closer to the designated point than it started. Once you use this feature, you can’t use it again until you complete a short or long rest.
Finally, here are two of the possible subclass features for the 'wolf pack leader' subclass:
MUTUAL DEFENSE: Starting at 15th level, when a creature hits an ally you can see with a melee attack, you can use your reaction to direct another ally to strike back at that creature, provided that ally can see or hear you. The attacking ally can make a single melee weapon attack at the triggering creature.
FINISHING BLOW: At 20th level, when you hit a creature that is bloodied with a melee weapon attack, you can exert your leadership skills to allow each of your allies within 5’ of that creature to also make a single melee weapon attack against it, provided each ally can see or hear you. If that creature drops to 0 hit points after these attacks, you and each affected ally can also move up to half your speed toward the enemy nearest to you as part of your attack action. Using this feature depletes your leadership dice pool by one die.