These are my races so far.
Races
Goblin +1DEX and +1WIS or +1CHASpeed: 30ft (fast for their size)
Darkvision: 60ft
Bushwhacker: During the first round of combat, the goblin has advantage on attack rolls against any target that has a lower initiative.
Sneaky: The goblin can attempt to hide at the end of a move without using an action.
Kobold +1CON and +1CHA or +1DEXSpeed: 30ft (fast for their size)
Darkvision: 60ft
Trap Sense: Kobolds have Advantage on saving throws vs Traps, and impose Disadvantage on Trap attack rolls vs them.
Pack Tactics: The kobold gains a cumulative +1 bonus to attack rolls, to a maximum of +5, for each friendly creature that is within 5 feet of its target.
Thri-Kreen +1DEX and +1STR or +1WISSpeed:35ft
Darkvision: 60ft
Sleepless: Immune to Sleep
Leaper: Whenever they Jump, they jump twice the normal distance.
Natural Weapons: If not wielding a weapon, can make attacks with claws that are 1d4 slashing damage weapons.
Multiple Limbs: When you engage in two‐weapon fighting, you can add your ability modifier to the damage of the second attack.
Half-Giant(Goliath) +2STR and +1CONSpeed: 30 ft
Low-Light Vision: 60ft
Athletic: Advantage on Jump and Climb checks.
Weapon Knowledge: Proficient in all Simple and Martial Weapons.
Large Size Weapons: Can wield Large sized weapons. Increase the die size of a large sized weapon as listed: 1d4->1d6->1d8->1d10->1d12->2d8, and 2d6->2d8
Mul +1CON and +1STR or +1WIS
Speed:30ft
Low-Light Vision: You can see in dim light as well as you do in bright light.
Tough: Advantage on Endurance checks.
Tireless: Only need 4 hours of sleep. Muls can engage in 12 hours of hard labor without suffering from fatigue.
Fast Healing: Muls receive twice the number of Hit Dice per level.
Minotaur +1STR and +1CON or +1WISSpeed:30ft
Keen Senses: The minotaur gains a +5 bonus to Wisdom (Perception) checks to detect hidden creatures.
Labyrinthine Recall: The minotaur can perfectly recall any path it has traveled.
Charge: A minotaur can combine its move and its action into a powerful charge. It moves in a straight line up to one and a half times its speed and a minimum of 10 feet, then makes a gore attack that does 2d8+STR mod piercing damage. This ends its turn. If that attack hits, the target must make a DC 10+(Strength modifier) saving throw. Failed Save: The target is knocked prone.
Natural Weapon: Gore 1d8+STR mod piercing damage.
Changeling +1CHA and +1DEX or +1INTSpeed:30ft
Shapechanger: you have the shapechanger type.
Change Shape: As an Action, a changeling may alter its physical form to take on the appearance of any Medium humanoid. This functions as the disguise self spell, except that it is a transmutation effect which affects the changeling's body but not his possessions, and lasts until he changes his appearance again or dies. A Changeling receives Advantage on any Charisma (Deception) checks related to the disguise.
Slippery Mind: Advantage on saves vs. Charm and Sleep.
Shadar-kai/Shade +1DEX and +1INT or +1WISSpeed:30ft
Darkvision: 60ft
One with Shadow: You can attempt to hide even in lightly obscured conditions caused by dim light, while normally you need total concealment.
Exotic Weapons: You gain proficiency in spiked chains, kukris, and katar.
Shadow Magic:
You know the “prestidigitation” cantrip but can only use the putting out lights feature.
When you reach 3rd level, you can cast the “invisibility” spell once per day.
When you reach 5th level, you can also cast the “dimension door” spell once per day.
Still working on Pixies, Shifters