Giving out ability score increases as stated in the Player's Handbook resulted in everyone choosing the same races just for the ability increase. That is why I created a variant for both race and class. Have a look at my custom variant. Humans get a Feat reward.
The Race Variant
Select the Race of your Character.
Race: Dwarf
Languages: Common, Dwarvish
Racial Traits: Poison Resistance, SaveVsPoison@Advantage
Senses: DarkVision 120 ft.
Size: Medium 5x5 ft.
Speed: 25 ft.
Race: Halfling(Gnome)
Languages: Common, Halfling(Gnomish)
Racial Traits: SaveVsFear@Advantage
MovesThroughLargerBeingSpace, HidesBehindLargerBeing
Size: Small 2.5x2.5 ft.
Speed: 25 ft.
Race: Human
Language: Common and 1 language
Racial Traits; SaveVsPoison or Fear or Charm@Advantage
1 Level-Up Reward
Size: Medium 5x5 ft.
Speed: 30 ft.
Race: Elf
Language: Common, Elvish
Racial Traits; SaveVsCharm@Advantage, ImmuneSleep
Senses: DarkVision 60 ft.
Size: Medium 5x5 ft.
Speed: 35 ft.
Race: Elf, Half
Language: Common, Elvish
Racial Traits; SaveVsPoison or Fear or Charm@Advantage
Senses: DarkVision 30 ft.
Size: Medium 5x5 ft.
Speed: 30 ft.
Race: Orc, Half
Languages: Common, Orc
Racial Traits: Hp0BecomesHp1
Senses: DarkVision 60 ft.
Size: Medium 5x5 ft.
Speed: 30 ft.
Race: Tiefling
Languages: Common, Infernal
Racial Traits: Fire Resistance
Senses: DarkVision 60 ft.
Size: Medium 5x5 ft.
Speed: 30 ft.
The Class Variant
Select the Class of your character.
Martial(Barbarian, Fighter)
Ability Increase: Str+1
Ability Proficiency: Str+Pro
Armor Proficiency: All armor.
Exclusive Skill: Athletics
Skill Proficiencies: Athletics+Expertise, 1 other Skill+Pro.
Starting Hit Points: 12+Con mod
Every Higher Level Hit Points: 1d12(or 7)+Con mod
2-Handed Weapon Damage: 1d12+Ability Mod
Primary Weapon Damage: 1d6+Ability Mod
Secondary Weapon Damage: 1d6
Skilled(Ranger)
Ability Increase: Dex+1
Ability Proficiency: Dex+Pro
Armor Proficiency: Leather armor.
Exclusive Skill: Survival
Skill Proficiencies: Survival+Expertise, 3 other Skills+Pro.
Starting Hit Points: 10+Con mod
Every Higher Level Hit Points: 1d10(or 6)+Con mod
2-Handed Weapon Damage: 1d10+Ability Mod
Primary Weapon Damage: 1d6+Ability Mod
Secondary Weapon Damage: 1d4
Skilled(Rogue)
Ability Increase: Dex+1
Ability Proficiency: Dex+Pro
Armor Proficiency: Leather armor.
Exclusive Skill: Stealth, Thieve's Tools
Skill Proficiencies: Stealth+Expertise, 3 other Skills+Pro.
Starting Hit Points: 10+Con mod
Every Higher Level Hit Points: 1d10(or 6)+Con mod
2-Handed Weapon Damage: 1d10+Ability Mod
Primary Weapon Damage: 1d6+Ability Mod
Secondary Weapon Damage: 1d4
Mixed(Cleric, Druid, Monk)
Ability Increase: Wis+1
Ability Proficiency: Wis+Pro
Armor Proficiency: Up to chain armor.
Exclusive Skill: Religion
Skill Proficiencies: Religion+Expertise, 1 other Skill+Pro.
Starting Hit Points: 8+Con mod
Every Higher Level Hit Points: 1d8(or 5)+Con mod
2-Handed Weapon Damage: 1d8+Ability Mod
Primary Weapon Damage: 1d4+Ability Mod
Secondary Weapon Damage: 1d4
Spell Proficiency: all spells 1 target, no area spells
Spell Damage: 1d8+wis mod damage or healing
Casting(Sorcerer, Warlock, Wizard)
Ability Increase: Int+1
Ability Proficiency: Int+Pro
Armor Proficiency: Abjuration spells and jewelry.
Exclusive Skill: Arcana
Skill Proficiencies: Arcana+Expertise, 1 other Skill+Pro.
Starting Hit Points: 6+Con mod
Every Higher Level Hit Points: 1d6(or 4)+Con mod
Weapon Damage: 1d6+Ability Mod
Spell Proficiency: all spells except life spells, area spells
Spell Damage: 1d6+int mod
Multi-Classing
Martial classes that want to cast spells become a Mixed class.
Casting classes that want to use armor and heavier weapons become a Mixed class.
Martial classes, that do not cast, with more than 3 skills become a Skilled class.