All level 1 and 2 spells in the spellbook you are carrying are prepared without counting against the maximum number of wizard spells you can prepare.
You can take an action, expend 4 mana points, and touch a gemstone worth at least 10 GP to turn it into your choice of a crystal or an orb, to touch a quarterstaff and turn it into a staff, or to combine both the gemstone and the quarterstaff into your choice of a road of a wand, all of which count as an arcane focus for your wizard spells.
Multiconcentration idea.
You gain a spellbook containing two level 1 arcane spells of your choice. Each time you gain a wizard level, you can add one arcane spell of your choice to your spellbook, provided each spell is of a level equal to your wizard level or lower. While carrying your spellbook, you can spend 1 hour readying a spell that has been fizzled.
You can also add a arcane spell from a spell scroll or another spellbook to your own spellbook, provided the spell is of a level equal to your wizard level or lower, and you succeed on an Intelligence (Arcana) check against a DC of 10 + the spell's level. On successful check, you can spend 2 hours and 50 GP worth of ink for each spell level to copy the spell into your spellbook. Copying a spell from your own spellbook to a new spellbook of your own takes half as long and costs half as much, and requires no checks.
You can take an action, expend 4 mana points, and touch a nonmagical book worth at least 50 GP to turn it into an empty spellbook.
You can take the Magic (Attune) action while touching your spellbook and attune to it, regardless if the spellbook requires attunement or not. While attuned to your spellbook through this feature, you gain the following benefits:
You can use your spellbook as a focus for your wizard spells.
Your wizard spell save DC increases by 1, provided you are carrying the spellbook.
You can take the Magic (Spellcast) action to cast the wristpocket spell targeting your spellbook.
You can take the Magic (Attune) action while touching your spellbook and attune to it, regardless if the spellbook requires attunement or not. While attuned to your spellbook through this feature, you gain the following benefits:
You can use your spellbook as a focus for your wizard spells.
Your wizard spell save DC increases by 1, provided you are carrying the spellbook.
You can take the Magic (Spellcast) action to cast the wristpocket spell targeting your spellbook.
You can take the Magic action for 1 hour to regain expended spell slots of a combined level equal to your Intelligence modifier.
You can take the Focus action as two actions.
You can take the Magic action for 10 minutes to copy one spell of your choice you have in your spellbook into an arcane focus that you have equipped. The focus is considered a spellbook for the purposes of preparing, casting, and copying the chosen spell.
The spell remains in the arcane focus until you use this feature again or you die.
When you take the Spellcast action with a cleric spell, you can attempt to cast it without expending mana points by making a Constitution save against the DC of 15 + the level at which you are attempting to cast the spell. On a failed save, you suffer a number of levels of exhaustion equal to 1 + the level of the spell you attempted to cast. On a successful save, you suffer half as many levels of exhaustion, and you successfully cast the spell without expending mana points.
You can take an action and expend any number of mana points to regain a number of hit points equal to the number of mana points expended.
You can expend one action point to gain ward points equal to twice your wizard level that last until the start of your next turn.
You have advantage on Constitution (Concentration) checks.
Choose one school of magic to gain the benefits from this feature based on this choice. You gain one Arcane Savant option, and again as a level 5, 11, and 17 wizard, choosing from the following:
You can prepare two additional level 5 or lower wizard spells of the chosen school of magic of each level.
You learn one wizard cantrip of your choice. Moreover, your wizard cantrips deal additional force damage equal to your Intelligence modifier.
You can take the Magic action for 10 minutes to copy a spell scroll to your spellbook, consuming the gold with it.
You inherit two level 1 wizard spells of your choice from the chosen school of magic.
You can take the Magic (Attune) action for 8 hours and choose one level 1 wizard spell that has a casting time of two or one actions from your spellbook. You are imbued with the chosen spell.
The gold and time you must spend to copy a spell from the chosen school of magic into your spellbook is halved.
You can prepare spells from the chosen school of magic during a short rest.
You can take the Magic action for 1 hour to regain all expended mana points feature.
You regain a number of expended mana points equal to your Intelligence modifier whenever you finish a short rest.
When you take the Magic (Spellcast) to cast a wizard spell, you can cause the spell to be cast at one level higher, to a maximum of level 5.
Once you use this feature, you can't use it again until you finish a long rest.
You gain an additional number of uses of your equal to your Intelligence modifier.
Whenever a creature casts a spell that is in the list of wizard spell, you can take the Magic action as a reaction to cast the counterspell spell targeting that spell. If you have the spell prepared, you gain advantage on the ability check made as part of casting the counterspell spell.
You gain one Battlemage option, and again as a level 5, 11, and 17 wizard, choosing from the following:
When you take the Attack action with a melee weapon you are proficient with, you can use Intelligence for the attack and damage rolls.
While you are under the effects of the mage armor spell, you always have the shield spell prepared.
You gain one Aegis, Discipline, Stance, or Technique option of your choice.
You gain proficiency with one martial weapon of your choice and with light armor.
You can take the Attack action as one action, but only twice on the same turn.
You learn the following maneuvers according to your wizard level.
You gain one Blood Magic option, and again as a level 5, 11, and 17 wizard, choosing from the following:
You can take the Magic action and expend up to five hit dice to regain one expended spell slot of a level equal to the number of hit dice you expended.
When you take the Magic (Spellcast) action to cast a wizard spell with a valued material component, you expend any number of hit dice, covering 50 GP of the cost for each hit die expended.
You can take the Magic action and expend a number of hit dice equal to your proficiency bonus to increase the spell save DC for your wizard spells by 1 until you finish a long rest.
When you take the Magic (Spellcast) action to cast a wizard spell, you can attempt to cast it without expending a spell slot by making a Constitution saving throw against the DC of 15 + the level at which you are attempting to cast the spell. On a failed save, you suffer a number of levels of exhaustion equal to 1 + the level of the spell you attempted to cast. On a successful save, you suffer half as many levels of exhaustion, and you successfully cast the spell without expending a spell slot.
You gain one Eldritch Caster option, and again as a level 5, 11, and 17 wizard, choosing from the following:
You can take the Magic action to expend a spell slot and gain additional spell slots of a combined level equal to or less than the level of the spell slot expended, up to a level 5 spell slot. The spell slots gained from this feature are expended when you finish a long rest.
You can take the Magic action to expend a level 5 spell slot or lower and regain a number of expended hit dice equal to the level of the spell slot expended.
When you expend a spell slot to cast a level 1 wizard spell or higher, you can take the Magic action to cause the spell to be cast as one level higher than the spell slot expended, to a maximum of a level 5 spell slot.
Once you use this feature, you can't use it again until you finish a long rest.
You can attempt to cast a prepared wizard spell without expending a spell slot by making a Constitution saving throw against the DC of 15 + the level at which you are attempting to cast the spell. On a failed save, you gain a number of levels of exhaustion equal to 1 + the level of the spell you attempted to cast. On a successful save, you gain half as many levels of exhaustion, and you successfully cast the spell.
You gain resistance to one damage type of your choice, and again as a level 5, 11, and 17 wizard, choosing from the following: acid, cold, lightning, fire, or thunder. Moreover, you can reroll any 1 on the damage roll of a wizard spell that deals the chosen damage type.
You gain one Familiar Savant option, and again as a level 5, 11, and 17 wizard, choosing from the following:
Your familiar’s Intelligence score is now 6, if it isn't already 6 or higher, and it understands your speech, regardless of which language you speak. Moreover, you share telepathy with the familiar as long as it is within the same plane of existence as you.
You can take the Magic action and change the form of your familiar.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend X mana points.
While your familiar is within a number of feet equal to 10 times your Intelligence modifier of you, you can take the Magic action to teleport yourself to an unoccupied space within 10 feet of the familiar, provided there is enough space for you and the familiar.
You can add the find familiar spell to your spellbook if you haven't already.
You gain mastery in any combination of two Constitution, Intelligence, Wisdom, or Charisma skills, and again as a level 5, 11, and 17 wizard.
You gain one Spell Sniper option, and again as a level 5, 11, and 17 wizard, choosing from the following:
When you take the Magic (Spellcast Attack) action with a wizard spell, the critical hit threshold for the attack roll decreases by 1.
When you take the Magic (Spellcast Attack) action with a wizard spell against a half covered creature, you gain a +2 bonus to the attack roll.
When you take the Magic (Spellcast Attack) action with a wizard spell against a three-quarters covered creature, you gain a +5 bonus to the attack roll.
When you take the Magic (Spellcast Attack) action with a wizard spell, the spell's range is doubled.
You gain one Taskmaster option, and again as a level 5, 11, and 17 wizard, choosing from the following:
Whenever you make an ability check with a Wisdom or Charisma skill, you gain a bonus to the roll equal to your Intelligence modifier.
If your total for an ability check with a skill or tool proficiency using Intelligence is less than your Intelligence score, you can use that score in place of the total.
You gain proficiency in any combination of four Wisdom or Charisma skills.
Whenever you make an ability check using a skill proficiency that doesn't use Intelligence, you can use Intelligence as the ability for that check.
You have advantage on Constitution saving throws that you make to maintain your concentration on a wizard spell when you take damage.
You gain one Warcaster option, and again as a level 5, 11, and 17 wizard, choosing from the following:
You have advantage on saving throws against spells cast by creatures within reach.
You can provide the somatic component of a wizard spell even if you have a weapon or a shield equipped.
You can take the Magic (Spellcast) action as a reaction to cast a wizard spell with a casting time of 1 action against a creature that takes the Move action within reach.