Call to Heroes: Beginning when you choose this archetype at 3rd level, you can inspire another creature as a bonus action, by appealing to its hopes or fears. To do this, you must know or guess the target's Bond, Ideal, or Flaw. If your guess is correct, the creature gains advantage on one attack roll, saving throw, or ability check before the start of your next turn. That ally cannot be affected by this ability again until it takes a long rest.
Allied Attack: Starting at 5th level, you do not gain the Extra Attack ability. Instead, you learn to distract foes and create openings for your allies. When you attack a creature, you may choose one ally within 60 feet of you. That ally can make an attack or cast a cantrip as a reaction.
Fighting Withdrawal: Starting at 7th level, you can coordinate your allies' retreat or retrenchment. When you take the Disengage action, its benefits apply to all allied creatures within 60 feet of you, and each of those creatures can move up to half its speed as a reaction.
Tactical Mastery: Starting at 10th level, when you use Allied Attack and your own attack hits, the ally can add your Intelligence or Charisma modifier (your choice) to his or her damage roll.
Improved Allied Attack: Starting at 11th level, your Allied Attack allows two allied creatures to attack or cast a cantrip, instead of one.
Heroic Resurgence: Starting at 15th level, your own resurgence inspires your allies. When you use Second Wind, each ally within 60 feet gains temporary hit points equal to the amount you regain.
Unity of Purpose: Starting at 18th level, your presence grants your allies almost supernatural alertness. Whenever initiative is rolled, choose up to 5 allied creatures before the roll is made; you and all the affected creatures use the highest initiative among your rolls. Furthermore, if one of you is not surprised, none of you is surprised.
Legion Attack: Starting at 20th level, your Allied Attack allows all allies within 60 feet to attack or cast a cantrip.