I feel like the Warlord is probably not the best of names for a class that is meant to be a non-magical tactical leader. Probably the Warlord and Bard could be mixed together as styles of a single class. So I decided to consider how one could distill what it is those classes do that is unique into a new class that does it most purely for DDN.
I know this isn't perfect and needs a LOT of work, but... I think I at least show that this concept is really much more wide and has many more applications than the narrow definitions people were arguing over.
Ability Score Adjustment: +1 to your Charisma, Strength or Intelligence Score.
Starting Hit Points: 8 + your Constitution modifier
Armor and Shield Proficiencies: Light armor, medium armor and shields.
Weapon Proficiencies: All simple and martial weapons.
Level 1-3: +0
Level 4-8: +1
Level 9-13: +2
Level 14-18: +3
Level 19-20: +4
Level 1 Command Method: Choose one of the following Command Methods for your character to use.
Plan the Assault: You must spend an extended rest with the party. During that time you discusses strategy with his companions. Until the next extended rest, the party gains a bonus to initiative equal to your Intelligence bonus and a bonus to Saving Throws equal to your Charisma modifiers so long as they can still hear you.
Inspire the Troops: Your words cause an ally's resolve to strengthen spurring them onward through the pain. As a standard action, you may grant an ally a number of temporary hit points equal to your Charisma modifier. If you have Martial Weapon Dice, these may be expended to grant additional temporary hitpoints to the ally (an extra d6 plus charisma modifier hitpoints per a die spent). You may choose to target a number of allies within 20' equal to your Intelligence bonus each turn. The temporary hit points last until the end of the battle.
Lead from the Front: You gain a bonus to armor class equal to your Intelligence modifier and a bonus to damage equal to your Charisma so long as you have an ally within 20'. When you make a successful attack against an opponent, you may choose an ally within sight of your target who may make a 5' shift and then make an attack of opportunity against your target.
Lead from the Rear: As a standard action, you may choose any ally. That ally gains a bonus to attack equal to your Intelligence bonus and a bonus to damage equal to your Charisma bonus. In addition, if you have Martial Weapon Die, you may grant them to the target for the target to expend them as though they were her own until the beginning of her next turn.
Close Formation: As a standard action, you may grant all allies within 30' a bonus to armor class equal to your Charisma modifier and a bonus to saving throws equal to your Intelligence modifier. These bonuses last so long as the allies remain within 30' of you.
Commanding Presence: As a standard action, you may choose an enemy. You make a Charisma plus Intelligence check against the enemy's Wisdom modifier. If the check is successful, whether out of fear or admiration, the enemy may not attack you or your allies until the end of your next turn unless attacked. The enemy may, however, move as it wishes. This ability may be used to either defuse a hostile situation and turn it peaceful or simply cause an single enemy to have a moment of doubt during the battle, depending on the situation. If you have Martial Weapon Dice, these dice may be expended to target more than a single enemy during the turn per a die spent, but a seperate roll must be made for each target.
Levels 1, 2, 4, 8 and 10 Tactics: Choose one Tactic to add to your character at each of these levels.
Changing Ranks - During your turn as a free action, you may select an ally within 5' of yourself. You and the ally immediately switch places on the battlefield. Neither you nor the ally provoke attack of opportunities during this manuever.
Combination Attack - When you make an attack of opportunity, a number of allies equal to your intelligence modifier within melee range of your target may also make an attack of opportunity.
Commander's Strike - As a Standard action, you may allow an ally within 50' to make an attack of opportunity. If you have martial weapon dice, you may expend one to give one to the targeted ally.
Confusing Formation - If you have a martial weapon die, once per a round you may expend a die as a reaction to an enemy taking an action against a friendly target to change the target of an enemy's action to another target within 5' of the enemy's original target.
Directing the Assault - As a standard action, you may grant ally allies within 20' advantage on their next attack roll until the beginning of your next turn.
Disperse - As a standard action, you and all allies within 50' may immediately take a 5' shift and make stealth rolls with a bonus equal to your Intelligence modifier.
Fight Through It - As a Standard action, you may choose a number of allies within earshot equal to your Intelligence modifier currently affected by an ongoing condition. They may make immediate saving throws to overcome the condition. The allies gain a bonus to their saving throws equal to your charisma modifier.
Lead the Charge - Before you charge towards an enemy, you may choose any ally within 20' who may also charge the same target.
Lower Guard - After you make a successful strike against an enemy, that enemy receives a penalty to AC equal to your Intelligence modifier. In addition, any further attacks against the target until the beginning of your next turn gain a bonus to damage equal to your Charisma modifier.
Manuever into Position - As a standard action, you may choose an ally within 50' and allow the ally to immediately make a move action.
Motivate the Troops - During a short rest, you may increase the maximum hit points of you and your allies by an amount equal to your charisma modifier per a hit dice. This bonus lasts until the next time you or the ally takes a long rest.
Provoke - As a standard action, make a Charisma check against a target within line of sight's wisdom. If successful, the target must immediately attempt a charge towards you. You gain a bonus to your AC and saving throws equal to your Intelligence modifier.
Spur Onward - As a standard action, you may grant an ally within 50' gains a bonus to their move rate equal to 5' multiplied by your charisma modifier until the beginning of your next turn.
Strategic Warning - When you may take an opportunity attack, you may instead choose to increase the armor class and saving throw of any ally by an amount equal to your Intelligence modifier.
Take Cover - You and all allies within 30' gain damage resistance equal to your Intelligence modifier until the beginning of your next turn.
Level 3: Combat Expertise (same as all classes)
Martial Weapon Dice:
Level 1-2: None
Level 3-4: 1d6
Level 5-6: 2d6
Level 7-8: 3d6
Level 9-10: 4d6
Level 11+: 5d6
Martial Weapon Damage:
Level 1-10: None
Level 11-13: +5
Level 14-16: +10
Level 17-19: +15
Level 20: +20
Level 11, 14, 17 and 20 Stroke of Luck - Due to your preplanning and inspiration, luck seems to be on your side and a critical moment that would otherwise have been a devastating failure turns into a success.
Once per a day, the Tactician may use a Stroke of Luck as a reaction to yourself or any ally failing an attack roll, saving throw or skill roll. Once you use this ability, the person who made that roll may reroll the roll-- this time adding the Tactician's combined Intelligence and Charisma bonuses to the roll. You may not use this ability again until you take a long rest.
At level 14, 17 and 20, you gain an additional use of Stroke of Luck, however you may only use one as a reaction to a roll made by either you or an ally.
Born into nobility, your life has been spent learning how to rule. You have taken battle training as sport, but always expected to be surrounded by your best guards. Unfortunately, things haven't quite worked out for you as expected.
Command Method: Inspire the Troops
Tactics: Directing the Assault (1st level), Fight Through It (2nd level), Provoke (4th level), Commander's Strike (8th level), Motivate the Troops (10th level)
Equipment: Studded leather, long sword, light crossbow, 10 bolts, adventurer's kit, and 75 gp.
You were an orphan of war, growing up around experienced troops who knew what they did best. They did their best to keep you safe and you did what you could to help them-- often merely carrying around their equipment. Having seen your benefactors face off against many foes, you have experiences and stories to draw upon that others your age do not. This gives you a keen insight when facing various foes and you can help your allies lay traps and find weaknesses that they might otherwise have to discover on their own.
Command Method: Plan the Assault
Tactics: Lower Guard (1st level), Disperse (2nd level), Provoke (4th level), Combination Attack (8th level), Confusing Formation (10th level)
Equipment: Studded leather, warhammer, heavy crossbow, 10 bolts, adventurer's kit, and 50 gp.
The battles you were best prepared for were those of the court. The foes you expected to face were rivals from other noble houses. Unfortunately, traveling from town to town, from castle to castle can be quite dangerous and you have had to find a way to make yourself useful on the field of battle as well. Though you cannot be expected to be found on the frontlines, you do your best to distract the enemies and keep the morale of your companions high.
Specialty: Hedge Magician
Command Method: Commanding Presence
Tactics: Motivate the Troops (1st level), Stratetic Warning (2nd level), Spur Onward (4th level), Fight Through It (8th level), Directing the Assault (10th level)
Equipment: Leather armor, short sword, light crossbow, 10 arrows, adventurer's kit, and 95 gp.
Unlike most soldiers entering the army, your family's wealth afforded you a proper education on the ways of war. Your fellow soldiers might be quick to accuse you of weakness and cowardness, it is up to you to earn their respect and show the value of the extra training you received to turn the tide of battle.
Command Method: Lead from the Front
Tactics: Commander's Strike (1st level), Lead the Charge (2nd level), Combination Attack (4th level), Changing Ranks (8th level), Spur Onward (10th level)
Equipment: Studded leather, long spear, long bow, 10 arrows, adventurer's kit, and 60 gp.
The world is dangerous and though you would be happiest to spend your days in a workshop, you find the reasons to head off on adventures too numerous to ignore. You have gathered around you a cadre of adventurers, or perhaps sought a company out on your own. Although there is a chance your companions see you as nothing more than a way to make some extra money, or even a burden on them as you inevitably find your way into danger, you do your best to contribute to the group in every way you can. Even if is merely to do your best to keep their morale high and look for a way for everyone to escape from the battle safely.
Specialty: Mystical Healer
Command Method: Close Formation
Tactics: Take Cover (1st level), Manuever Into Position (2nd level), Fight Through It (4th level), Lower Guard (8th level), Disperse (10th level)
Equipment: Leather armor, long spear, light crossbow, 10 bolts, adventurer's kit, and 100 gp.
You have been trained to see the pulsing tide of war in a way ordinary soldiers are simply too close to understand. You have read all the great works of the finest generals in the world and know how to apply their techniques to every situation you encounter. Unfortunately, you have a long way to go before you find yourself standing atop the tower of a castle discussing the best way to defend the castle with the king. For now, you must follow along with a small cadre of adventurers to gain more experience and see the new foes and threats across the world. Though your knowledge may often not be as applicable to such a small group, you nevertheless seek to make yourself a valuable presence to your party.
Command Method: Lead from the Rear
Tactics: Manuever Into Position (1st level), Strategic Warning (2nd level), Confusing Formation (4th level), Take Cover (8th level), Changing Ranks (10th level)
Equipment: Leather armor, short sword, long bow, 10 arrows, adventurer's kit, and 70 gp.
I am sure the balance is WAY off, I literally have not spent a single minute playtesting this and I probably overlooked something major or am probably referencing mechanics that aren't even being used in DDN. But-- this should at least make things clear as to how one would really need to stretch another class beyond the breaking point to really, truly encapsulate the concept of these sort of characters and they really belong in their own class. I am just trying to display the core of what the class really is and how the concept is probably considerably wider than the narrow image that the name "Warlord" is likely to leave one with.
As for Introducing the "Tactics" mechanic without other classes really having access to them-- It would be easy enough to create a system that allowed other character classes to purchase certain Tactics using Feats. That was, just like skills and manuevers, other classes could have access to them.