You studied and excel at combat tactics. Maneuver your allies in battle and give them bonuses.
Features
Level 3: Tactical Maneuver
As a Reaction you can let an ally take their turn early. They cannot take their turn when they have already had one this round.
Level 3: Tactical Combat
You excel at maneuvering your allies in battle. When you enter initiative roll a d4, you and your allies can choose to add the result to either their Attack Rolls, Damage Rolls or Saving Throws but can add the bonus only once per round. At the top of the next turn you roll a d4 again. When you become incapacitated this bonus is lost and you'll have to re-roll at the next turn.
Level 7: Teamwork
You direct your allies to work together. Use your Bonus Action or Reaction and select two allies, they can use their Reaction to make a Weapon Attack and they can add your Intelligence Modifier to the Attack Roll and if they hit they add an additional d6 to the Damage Roll.
Level 7: Improved Tactical Combat
Your Tactical Combat Die becomes a d6.
Level 11: Tactical Awareness
You and your allies cannot be Surprised and each ally makes their first Attack with Advantage.
Level 11: Supreme Tactical Combat
Your Tactical Combat Die becomes a d8.
Level 17: Master Tactician
You become a Master of tactics and can arrange any battlefield to your will. At the start of a new round you and your allies can swap Initiative and determine the turn order.
Level 17: Epic Tactical Combat
Your Tactical Combat Die becomes a d10.