My campaign setting currently requires a High Elf variant with three major caveats:
- It cannot have darkvision (all permitted races must have human-level vision).
- It lacks the flexibility to choose its own racial spells. (Namely its cantrip)
- It doesn't get an additional language at character creation.
I'd like to make up for these three caveats by replacing them with an equally powerful suite of abilities. (Note that by default "Sun Elf" is merely descriptive text added to the standard High Elf stat block.)
Since the Sun Elves in my setting actually descend from a Sun Goddess, I saw fit to fill in the blanks with celestial-related features. Namely:
- The essence of Darkvision and Cantrip have been merged into the Light cantrip.
- The extra language has been replaced with the Noble Background's skill proficiencies.
- To make up for the lost feature, I've added resistance to two relatively uncommon damage types.
Below is the new subrace breakdown:
Sun Elf (Variant)
Light Bearer. You lose your racial Darkvision trait; instead you know the Light cantrip, which you can cast without requiring any material components. Intelligence is your spellcasting ability for it.
Ability Score Increase. Your Intelligence score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Noble Heritage. You have proficiency in the History and Persuasion skills.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
I'm not asking for advice or opinions. However, based on experience or game design expertise, Are these two sets of features roughly equivalent to another? I know that I can't remove the original features without adding something similar to replace them, but I'm afraid that this new selection is too powerful.