You lost someone and no longer trust your leading capabilities
Company of One. Your Commander's Orders are replaced by Drills. Every time you would gain or choose a Commander's Order gain the matching Drill instead.
Face Me! => Riposte Gambit. Reaction (when crit): Attack that enemy (if possible).
Move it! Move it! => First to the Front. You roll Initiative with advantage and can move once for free on your first turn.
Hold the Line! => Not again! (1/Safe Rest) Reaction (when an ally drops to 0HP): Taunt all enemies until you drop to 0HP.
Reposition! => Orderly Retreat. You may move up to half your speed after you defend.
I CAN DO THIS ALL DAY! => Second Wind. (1/encounter) 1 Action: Expend a Hit Die to heal for the result + Lvl + STR.
Coordinated Strike => Precise Strike. (1/round) Free action: Your next attack has advantage and it deals double damage. You can do this INT times/Safe Rest.
Level 3
Adrenaline.
(1/encounter) Free action: Gain an extra Action.
Level 7
Combat Drill.
When you roll Initiative, regain 1 use of Precise Strike. Choose 1 Drill.
Level 11
Intomitable.
(1/encounter) Reroll a failed save and add your Combat Die to the result.
Level 15
Reluctant Leader.
Choose 2 of your Commander's Orders. You regain the original variant and can use both variants. (Coordinated Strike and Precise Strike share their /Safe Rest limit).