Pack Leader

You might not be the strongest or most agile, but by using your cunnning, quick wit and experience, you bring out the best of your allies. Some pack leaders use their abilities as the leader of a motley crew of pirates or thugs, others take on the role of a drill sergeant in a small band of mercenaries, while others yet simply roam the land with their companions in search of treasure and adventure. Whichever path you choose, as long as you pour your heart into it, your companions will learn to trust your instincts.

When you choose this archetype at 3rd level, you become proficient with medium armor, and you can add Sneak Attack damage to attacks made with any weapon you're proficient with and wielding in one hand.

Other rules for the Sneak Attack class feature still apply to you.

Battle Bravado

Starting at 3rd level, you use your presence on the combat field to throw enemies off-balance and to rally your allies. As an action, you grant friendly creatures advantage on melee weapon attacks against creatures that's within 5 feet of you until the start of your next turn.

Additionally, when a creature within 5 feet of you takes damage from a weapon attack, you can use a reaction to add damage equal to your rogue level to the damage roll.

Experienced Instructor

Starting at 3rd level, you can instruct and inspire those around you. You can use an action to grant a number of creatures less than or equal to your Wisdom modifier advantage on their next ability check, provided that they make the check within one minute.

Once you use this feature, you must finish a short or long rest before you can use it again.

Authorative Demeanor

Beginning at 9th level, your demeanor and reputation is enough to faze even the toughest adversaries. Your companions have advantage on Charisma (Intimidation) checks while within 15 feet of you.

Additionally, you gain a bonus to Charisma (Persuasion) checks equal to the number of allies you can see within 15 feet of you (maximum bonus of +5).

Combat Maneuvering

By 13th level, those around you have learned to trust your judgement in combat. When an ally that can see and hear you takes damage in the first round of combat, you can instruct or signal it on what to do next. When you do so, that creature can immediately use its reaction to react to your instructions. If it does, it can take the Dash, Disengage, or Hide action as a bonus action on its next turn.

Brilliant Leader

At level 17, you've seen too many battle fields to count, and commanding someone else has become second nature to you.

As long as you are not surprised, you add your Wisdom modifier to your Initiative rolls.

In addition, when a hostile creature enters your reach, you can use a reaction to direct one of your companions to attack it. When you do so, choose a friendly creature who can see and hear you. That creature can immediately use a reaction to make one weapon attack against it.