Captain’s Orders
At level 2 you've either inspired, gaslit or intimidated your subordinates into compliance. Choose either persuasion, deception, or intimidation, you gain proficiency in the chosen skill if you are already proficient you gain expertise instead. A number of times equal to your proficiency bonus per long rest when an ally would make a damage roll you may add the total of the chosen skill bonus as damage to the roll.
Act of Piracy
Your allies have learned a thing or two from you. At level 7 when you use your Captains Order’s feature your ally can attempt to shove the creature as a free action. The target that took damage from Captain’s Orders must make a Strength Saving Throw versus your Command Save DC or either be shoved 15 ft in any direction and be knocked prone. If Captain's order was used on an Aoe effect, they may choose anyone within 5ft of them to shove.
Yo Ho Ho
Your leadership has developed to the point where your leadership presence starts rubbing off on your allies. At level 13 as an action you may give an active aura to another ally that will remain on them until they fall unconscious. The radius of their aura is determined by yours. You may always give them a different aura, provided you have it active, and spend another action to apply the new aura.
Scallywagging
You and your crew are able to pull of mischievous stunts during combat. At level 17, twice per short rest, if you and an ally are within 30ft and on opposite sides of a creature, either of you can make a single weapon or unarmed attack against the creature on your respective turns. If it lands the creature is pushed any distance towards the opposites direction. The next attack roll the person it was sent towards is at advantage and deals an extra 3d12 of the same damage type as the attack. If both attacks hit they must make a WIS saving throw equal to your command tactics DC. If they would fail they are stunned until the end of