(-) You have advantage on saving throws against being charmed, and magic can't put you to sleep.
(-) Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
(-) When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.
Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
(-) As a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 19, your list of prepared spells can include seven spells of 1st or 2nd level, in any combination, chosen from your spellbook.
Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
(-) You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.
You don't need to have the spell prepared.
(-) Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
As a 3rd-level wizard, you can recover up to two levels worth of spell slots
(-) At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells.
Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy.
You don't gain this benefit for killing constructs or undead.