Dagger
You can see in dim light as though it were normal light, and darkness as though it were dim light, up to 60 ft. away.
When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage.
Action. You exhale destructive energy in a 15 ft. cone. Each creature in the area must make a DC 13 Constitution saving throw. A creature takes 2d6 cold damage on a failed save, and half as much on a successful save.
Action. Magically alter the weight of one creature or object you can see within 30 ft. that is Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).
While its weight is halved, a creature's speed increases by 10 ft., it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While its weight is doubled, a creature's speed is reduced by 10 ft., and it has advantage on Strength checks and Strength saving throws.
After a long rest, you can prepare any 8 spells from your spellbook.
You can cast a spell from your spellbook as a ritual if it has the ritual tag.
You have a spellbook. You may add two wizard spells to it for free whenever you gain a wizard level. If you find a wizard spell in your travels, you can copy it into your spellbook by spending 2 hours and 50 gp worth of materials per spell level. You can only add spells of a level you can cast.
Once per day, when you finish a short rest, you can recover expended spell slots of 5th level or lower. These spell slots must have a combined level ≤ 2.