Because you have divine ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Because you have lived most of your life underground, your eyes are more adjusted to the dark than your peers. You can see 120 feet of dim light as if it were daylight, and 120 feet of darkness as if it were dim light. You cannot discern colors in darkness.
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
You know the Magic Stone cantrip. When you reach 3rd level you can cast the Primal Savagery spell with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once and regain the ability to do so when you finish a short or long rest. Charisma is your spellcasting ability for these spells.