Warlock
Base Class: Warlock

Your pact draws on the power of an ancient Gynosphinx. You might have had an encounter with a Sphinx in their past and agreed to servitude and to protect their ancient temple to save your own skin or you may have solved the Sphinx's riddles and it saw great promise in you. Whatever the reason may be these creatures offered their powers of trickery and protection to you, to both have an additional hand in battle aswell as having you leave their domain alone. 

Showdown at High Noon

As a Bonus Action, choose target creature. You and that creature may only attack each other for the next minute, attack rolls made by you and that creature have advantage. 
Attack rolls made against you or target creature, that arent made by you or target creature have disadvantage. 
This effect ends if you or the creature has the Incapacitated condition. 

Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Dusk 'til Dawn

Whenever your Initiative is above 20, all aliies within 30ft of you gain inspiration until the end of combat.

Whenever this inspiration is spent:
If its spent on an attack roll and the attack roll hits, you may roll the damage dice twice and take either result.
If its spent on an ability check, 
If its spent on a saving throw,

While an ally has this inspiration they gain +1 to saving throws and ability checks. 

Sphinx Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Sphinx Spells table, you thereafter always have the listed spells prepared.

Sphinx Spells
Warlock Level Spells
3 Find Steed, Identify, Shield, Locate Object, Locate Animals Or Plants
5 Glyph of Warding, Wall of Sand
7 Guardian of Faith, Greater Invisibility
9 Legend Lore, Control Winds

Quickdraw

You draw upon the energy of dawn to gain speed on your enemies and gain advantage on initiative rolls and gain a bonus to initiatives equal to your Charisma modifier. 

On the first turn of combat you gain advantage to attack rolls against any creature after you in the initiative order.

Steal the Stage

Immediately after you roll Initiative, you can swap your Initiative roll with the Initiative roll of one enemy in the same combat. You can’t make this swap if you or the enemy has the Incapacitated condition.You regain all expended uses when you finish a Long Rest.

If your Initiative count is above 20, you gain the benefits of the Haste until the start of your second turn. When the spell ends you do not gain the Incapacitated condition, nor will your speed be reduced to zero.