Level 3: Mystic Swap On your turn, you can spend an amount of movement equal to half your total Speed (rounded down) to perform one of the following maneuvers with creatures within 30 feet of you:
Personal Swap: You swap places with another creature.
External Swap: You choose two other creatures within range and swap their positions.
You cannot use this feature if your speed is 0.
Level 6: Planar Reflex When you or a creature you can see within 30 feet of you is hit by an attack, you can use your reaction to swap places with a different creature within 30 feet of you (other than the attacker). The new creature becomes the target of the attack, using the same original roll result. This feature transfers the effects of the attack, regardless of the original range of the weapon or spell used.
Level 11: Spatial Bond As a magical action, you can touch and mark a number of objects of Medium size or smaller equal to your proficiency bonus. When using any of your features from this subclass, you can choose to swap places with one of these marked objects instead of a creature. These marks last indefinitely, until you dismiss them (no action required) or the objects are destroyed.
Level 11: Master of Transposition The range of all your Way of Transposition abilities increases to 60 feet.
Level 17: Absolute Transposition Your mastery over swapping positions reaches an absolute level. Your Spatial Bond is enhanced: you can now mark creatures and objects of huge or smaller size.
Furthermore, the range of your features from this path becomes irrelevant, as long as the target is marked by your Spatial Bond and both of you are on the same plane of existence.
I created this subclass simply for the fun of fulfilling a specific character fantasy. I thought it would be cool to share it in case anyone else was looking for something similar or working on a related concept.
The features at levels 3, 6, and 17 share some mechanical DNA with existing subclasses (such as the Rune Knight Fighter, Conjurer Wizard, Peace Cleric and the Cartographer Artificer).
This subclass might lean towards the stronger side, especially since some abilities lack a traditional resource cost. However, it is a martial class, and I believe they deserve a bit more "love" and utility.
The most common question this will likely prompt is: "What happens if I throw a spear and swap it with a giant boulder?" That is entirely up to you and your DM. The boulder might simply drop to the ground without the spear’s momentum, or it could go flying, dealing damage based on the improvised damage table in the Dungeon Master’s Guide.
Monk: Way of Transposition
Level 3: Mystic Swap
On your turn, you can spend an amount of movement equal to half your total Speed (rounded down) to perform one of the following maneuvers with creatures within 30 feet of you:
Personal Swap: You swap places with another creature.
External Swap: You choose two other creatures within range and swap their positions.
You cannot use this feature if your speed is 0.
Level 6: Planar Reflex
When you or a creature you can see within 30 feet of you is hit by an attack, you can use your reaction to swap places with a different creature within 30 feet of you (other than the attacker). The new creature becomes the target of the attack, using the same original roll result. This feature transfers the effects of the attack, regardless of the original range of the weapon or spell used.
Level 11: Spatial Bond
As a magical action, you can touch and mark a number of objects of Medium size or smaller equal to your proficiency bonus. When using any of your features from this subclass, you can choose to swap places with one of these marked objects instead of a creature. These marks last indefinitely, until you dismiss them (no action required) or the objects are destroyed.
Level 11: Master of Transposition
The range of all your Way of Transposition abilities increases to 60 feet.
Level 17: Absolute Transposition
Your mastery over swapping positions reaches an absolute level. Your Spatial Bond is enhanced: you can now mark creatures and objects of huge or smaller size.
Furthermore, the range of your features from this path becomes irrelevant, as long as the target is marked by your Spatial Bond and both of you are on the same plane of existence.

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Author’s Notes
I created this subclass simply for the fun of fulfilling a specific character fantasy. I thought it would be cool to share it in case anyone else was looking for something similar or working on a related concept.
The features at levels 3, 6, and 17 share some mechanical DNA with existing subclasses (such as the Rune Knight Fighter, Conjurer Wizard, Peace Cleric and the Cartographer Artificer).
This subclass might lean towards the stronger side, especially since some abilities lack a traditional resource cost. However, it is a martial class, and I believe they deserve a bit more "love" and utility.
The most common question this will likely prompt is: "What happens if I throw a spear and swap it with a giant boulder?" That is entirely up to you and your DM. The boulder might simply drop to the ground without the spear’s momentum, or it could go flying, dealing damage based on the improvised damage table in the Dungeon Master’s Guide.