My campaign setting currently requires a High Elf variant with three major caveats: - It cannot see in the dark. - It lacks the flexibility to choose its own spells. - It can't learn additional languages. 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.