Base Class: Wizard
Practitioners of an ancient art that traces its origins to the fallen Lemyrian empire, Aethermancers manipulate aether itself, the raw energy which comprises all things both physical and spiritual. While all mages use Aether to give shape to their spellcasting, Aethermancers possess an unrivaled control over this energy, delicately weaving powerful augmentations into their spells. Often living as wandering scholars of the old world, they are a highly versatile and unpredictable sect of wizards.
Aether Adept
3rd-level Aethermancy Magic feature
Aetheric Artes. At 3rd level, you learn two aetheric artes of your choice. Many artes augment your spells in various ways when you cast a spell using a spell slot. You learn one additional arte of your choice at 6th, 10th, and 14th level. Each time you learn a new arte, you can also replace one Arte you know with a different one.
Aether Dice. You have a number of aether dice equal to your intelligence modifier (a minimum of one), which are d6s. An aether die is expended when you use it. You regain all of your expended aether dice when you finish a long rest. Your aether dice turn into d8s at 6th level, d10s at 10th level, and d12s at 14th level.
Saving Throws. Some of your artes require your target to make a saving throw to resist the arte’s effects. The saving throw DC is calculated as follows:
Aether Arte save DC = 8 + your proficiency bonus + your Intelligence modifier
Old World Scholar
3rd-level Aethermancy Magic feature
At 3rd level, you learn your choice of either the Low Lemyrian or High Lemyrian languages.
You also gain proficiency in the History skill if you don’t already have it.
Channel Aether
6th-level Aethermancy Magic feature
At 6th level, you can draw upon the ambient aether around you to replenish your own stores of power. As an action, you regain one expended spell slot. The level of the regained spell slot is equal to your Intelligence Modifier (a minimum of one).
You can use this ability twice, and you regain any expended uses when you finish a long rest.
Power Conduit
10th-level Aethermancy Magic feature
At 10th level, whenever you are damaged by a spell or magical effect, you can use your reaction to cast a spell at the creature that cast that spell or caused that effect. The spell must have a casting time of 1 action and must target only that creature. Additionally, the level of the spell you cast can be no higher than the spell or effect that damaged you. In the case of magical effects, treat the level as being equal to the proficiency bonus of the creature that used it.
When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
Aether Mastery
14th-level Aethermancy Magic feature
Starting at 14th level, whenever you succeed on a Saving Throw against a spell or magical effect, you regain 1 aether die.

this Is a really cool subclass I glad you came up with it