AT-WILL:
Commander's Strike
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + 3.
Wolf-pack Tactics
At-Will Martial, Weapon
Action Melee weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: +3 vs. AC
Hit: 1d10+3.
ENCOUNTER:
Hammer and Anvil
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +3 vs. Reflex
Hit: 1d10 + 3 damage. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds your Charisma modifier (+2) to the damage.
Inspiring Word
Encounter (Special) Healing, Martial
Action Close burst 5 (10 at 11th level, 15 at 21st level)
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter.
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
DAILY: Lead the Attack Daily
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +3 vs. AC
Hit: 3d10 + 3 damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to +4.
Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.
Class powers: Tactical warlord[spoiler]
COMBAT LEADER
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
COMMANDING PRESENCE
Choose one of the following two benefits; Inspiring Presence, Tactical Presence.
TACTICAL PRESENCE
When an ally you can see spends an action point to make an attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier (+1).