The Lead Fighter through their superior understanding of combat and the working of the mind can, like a bard, inspire people and help them.
Level 3: Inspiration (d6), Inspired Rest (d6), Aura of Courage
Level 7: Inspiration (d8), Font of Inspiration, Tactical Advantage, Master of Tactics*
Level 10: Inspiration (d10), Inspired Rest (d8), Tactical Move
Level 15: Inspiration (d12), Inspired Rest (d10), Tactical Retreat
Level 18: Inspired Rest (d12), Tactical Genius
*: from the Rogue Mastermind subclass
Starting at 3rd level, you can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes. The creature can wait until after it rolls the dice before deciding to use the Inspiration die, but must decide before the DM announces the effect of the roll. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time, whatever its origin.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 7th level, a d10 at 10th level, and a d12 at 15th level.
Beginning at 3rd level, if you or any friendly creatures who can hear you make an encouraging speech regain hit points by spending hit dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 15th level, and to 1d12 at 18th level.
Starting at 3rd level, you and friendly creatures within 30 feet of you that can see and hear you can’t be Frightened while you are conscious.
Starting at 7th level, you regain all of your expended uses of Inspiration when you finish a short or long rest.
Starting at 7th level, you cannot be surprised.
Starting at 10th level, if an attack would hit an ally within 30 feet of you that you can see and speak to and that in turn that ally can see and hear you, as a reaction, you can give disadvantage to that attack or turn a critical hit into a regular hit.
Starting at 15th level, if moving away from an enemy, you have 15 feet extra movement and attacks of opportunity have disadvantage against you. While you can speak to them and see them, this also applies to your allies within 60 feet of you that can see and hear you.
Starting at 18th level, your allies within 60 feet of you cannot be surprised if you can speak to them and see them.
Also, at the beginning of combat, for 1 minute, your allies within 30 feet of you that can see and hear you can add 1d6 to their attack rolls and saving throw while you can speak to them and see them.