Okay, this is a lot. In order to actually be able to answer it without writing an essay, I won't make complete comparisons for each subrace. As I mentioned in a comment, if you want a detailed feedback, I would create a separate question for each subrace - they are too different from each other.
Your Base Race has almost no features, which is fine considering the main thing is on the subrace. It's still worth to note that consistently the base race is the one giving a +2 AS bonus.
Earth
You get a +3 AS, which is the usual for playable races. +2 Str +1 Cha is an awkward distribution though (same as dragonborn), probably most useful for Paladins (usually the class Dragonborns are played). For most of other classes, one of the two stats will be kinda wasted. By itself, this doesn't make the race weaker. Tiefling gets an even worse bonus distribution.
Barkskin is a 2nd level spell. Not only you are giving a free 2nd level spell to the character, you are giving a free 2nd level spell slot as well. We could enter the discussion if barkskin is a strong spell or not (my opinion: it's not, actually it's weak), but the fact is: 2nd level spells to 1st level players is alot.
I would change it to a feature that might scale with PC's level, similar to Breath Weapon from Dragonborn.
How strong will your resistance to piercing be depends on the campaign. While Dragonborn and Tieflings have stronger resistances (elemental), they are more useful in later stages of the game, while piercing might be too strong in early stages, where physical damage is most common.
I would say the Earth subrace is (maybe too) strong in Tier 1 adventures, but becomes balanced from Tier 2 onwards. I'm not sure about Tier 3, but it becomes kinda weak in Tier 4, compared to the playable races.. One easy way to fix it, as I mentioned, is making the Barkskin feature scale with the tiers. I will make a note here that is valid to the following feedbacks, though: The bonus from races usually are less important in the endgame anyway, since your class features and magic items will compensate for it.
Air
Similar to Aarakocra. I am not sure the +10 move speed in land and Hover compensate both the -1 Dex and -20 Move speed flying, though. Also, I'm not sure how mechanically useful the weather prediction thing will be, that depends on you. Also, while Aarakocra +2 Dex +1 Wis helps alot with Rangers and Druids, the +1 Cha instead makes it a little more awkward, probably being more useful for Bards. Sorcerers might be interested in the flying feature, though, and get more from +1 Cha than +1 Wis.
As it is, it's clearly weaker than Aarakocra. (Yes, I know you asked "compared to PHB", but since PHB doesn't have flying races, I'm forced to compare it to EE, sorry). That said, it isn't completely underpowered since the AS bonus is more attractive for bards and sorcerers.
Fire
My first impression was god it is too strong. Then I noticed that, while you added a lot of powerful features together, they don't have too much synergy.
The main problem is that, from internal comparison, unless Flying can compensate it very well, it's way stronger than the Air version.
Other than that, it's very similar to a Red, Brass or Gold Dragonborn, changing the Str for Dex.
In my opinion, having the Fire Bolt is weaker than the Breath Weapon, even if it can be cast as many times as you want, because you probably will have other ways to deal damage anyway. Thinking in Dex based characters, they will probably be shooting arrows instead of fire bolts. The Breath Weapon is AoE, though, and usually cast by a class that doesn't have that much AoE early (Paladin), so it's more useful in the specific situation it's actually used.
The Grappling damage would also be more useful if it was a +2 Str bonus instead. Building a grappling character without a Str bonus is too suboptimal. I can't even guess how strong this feature will be as it is right now, sorry but you'll have to playtest.
So, comparing to Dragonborns, it will depend on how much Darkvision is a think in your setting. If darkvision is really important, it's balanced compared to Dragonborn.
If we compare it to Tieflings, it seems to get outscaled. Early on, you have a damage cantrip and a grappling feature, while Tiefling has a flavor cantrip. From level 3 onwards they get spells, though, while the scaling of this subrace is only based on the fire bolt cantrip. Again, even if it gets outscaled, it's not an obvious choice since your AS bonus is more attractive to Dex users.
Still, I would fix the fact that the AS bonus (dex) and the features you are giving don't synergize well.
One possible solution is to change the Fire subrace to +2 Str and the Earth to +2 Con instead (if you don't want both to have the same AS bonus). It would fit the "durable" flavor of the Earth/stone and the "aggressiveness" of the Fire.
Note that, if you do, the Fire subrace becomes a very strong option for grappling buildings. I wouldn't say this makes it overpowered, though, since grappling builds are usually more for fun than optimal.
Water
This one is hard to compare. The Healing feature seems weak (just Your Level is not much HP. Compare with Dwarves getting +1 HP/level, which is arguably stronger). Create/Destroy water is a 1st level spell, but this one doesn't need much discussion about being strong or not - it's not strong mechanically.
So it's about the other 3 features. First, the AS bonus: +1 Con +1 Cha is weak. Variant humans get to choose their two +1s and get a Feat on top of that. But they are arguably the best race in the game, so let's not do this. Still, +2 AS is underwhelming and I would expect the features to compensate it strongly. For the Air case, flying might do it, let's see the Water.
Water Breather again will obviously depend on your setting. It's arguably harder to use than Darkvision or Flying, though, since while your party can easily fight in a dark cave or an open field, fighting under water is way more unlikely and usually not desired by PCs.
That leaves Armor of Agathys to compensate the underwhelming AS bonus. Well, sadly it doesn't. It is a very, very strong feature in the first two levels, where +5 HP and 5-10 damage to the enemy are alot, but it quickly becomes weak as you progress in the game. Again, I feel you are lacking scaling. Increase these numbers as the tiers go up. So, similar to the Earth subrace, I'd say it is (maybe too) strong in Tier 1, but gets weaker (and even underpowered) in Tier 3+.
TL;DR
My main criticism here is that all your subraces lack scaling. While Air is fine without it, since Flying itself has a constant utility through the game, the other subraces might suffer from it. It is fine if the campaign is focused in Tier 2, but they seem too strong for Tier 1 and too weak for Tier 3+. Again, note that being too weak in Tier 3+ is not that important, since you have lots of class features and magic items to compensate for that. Still it's something you might want to take into account.
I suggest scaling as a way to fix it, but introducing mechanics that have utility through the game (such as having advantage on something, proficiency on something, etc) also works.
It's worth to mention, though, if you are playing a long campaign that goes through, for example, levels 1 to 15, your subraces are mostly fine, as they will be strong early on and weak later, and it's a valid trade-off for your players to choose. I have linked a chat discussion about this, if you are interested.
Side note:
If you are wondering why I'm not comparing to Dwarves, Elves, Gnomes or Halflings, which also don't have numbers scaling with the levels, it's because they have proficiencies in skills, weapons or tools, or advantages in saving throws, which are the things scaling. Also, they get lots of other features, such as Trance, Luck, etc. Comparing to Dragonborns, Tieflings and Aarakocras is easier and more fair (imo) because they are closer to what OP has made. It's hard to compare if proficiency in perception, using daggers and sleeping 2 hours less is better than 1d8 damage when grappling.
This is dangerous, test it
ASI, Age, Size, Speed and Languages are all the standard fare that most races have and are unproblematic. You are missing one of the more important parameters, Creature Type. I will assume those are Fey, based on the introductory text, but this should be made explicit. Looking at what is differentiating this:
Friend of Beasts: Mage Hand in and of itself as a free cantrip is fine. Mage hand already has lots of questions on how it works. With it being composed of a swarm of creatures, which could take damage, be attacked etc., be prepared for even more questions at the table you need to work out on the fly. Maybe just say that it looks like a swarm of creatures, or tangle of roots or such?
Soil Slumber: this is a slightly toned down version of Elven Trance (which can do it in 4 hours) and the sleep part of Fey Ancestry. Fine.
Forest Warden: once per turn means this will work also on opportunity attacks, but that may not be so bad, as the most effective way to abuse this is anyways if all gang up on the restrained creature, so being able to restrain two per turn may not make a big difference. Restrained is a pretty tough condition to impose, all of you get advantage to attack them, they have disadvantage on attacks and Dex saves, and they cannot get away.
- This will translate into a lot of extra damage if the whole party beats up on them. For some rough estimates (obviously, this always depends on the specific situation): Advantage can add +4 or +5 to hit, so assuming a damage output of about 10 points per character, for a party of 4 this would deal about 12 to 15 extra damage even at lower levels, increasing the party damage output by 30% or more that round.
- In addition, it will save you some damage. Again, this is situation dependent, but the average damage from attacks for monsters is also around 10 per attack, and many have 2 or even 3 attacks, so via Disadvantage this can also save you 4-12 damage per round, the rough equivalent of a cure wounds or healing potion.
- It is limited in uses and gated by a Save, but you have enough uses to use this in nearly every encounter, and the DC is serious, likely based on your prime ability score.
- This does not cost you an action, not even a bonus action. Compare this to a spell like entangle, which takes your full action and spell for the turn to achieve the effect. Granted, it only holds for a round, but most fights only take about 3 rounds, so I think this is possibly even better than the spell, or at least not much weaker - and you get it multiple times per day.
The number of features is in line with than what we see in the newer published races, which is OK. This seems not overloaded.
I think Forest Warden is pretty dangerous, and may make this a bit to effective. Keep in mind that the character can opt when to use it, so they will likely use it against the Ogre where it matters, and not waste it on a random Goblin (unless it matters). The other stuff is fine and not too much of it, so it might be OK, but you should playtest it.
Best Answer
We use the Detect Balance spreadsheet for homebrew races.
It's hard to decide how much Blood Sap is worth. Commenters have suggested that it's similar to multiple free castings of cure wounds, which would be values at 3 points per casting. The "Stone's Endurance" feature prevents 1d12+CON damage once per long rest and is valued at seven. My first instinct was to mark Blood Sap at 2, but I've upgraded it to 4, and there's an argument that it's worth even more than that.
Depending on how Blood Sap is valued, this race would be anywhere from 23 points to... well, more than that.
If you wanted to add a few points, Darkvision would be the obvious choice. You can use the spreadsheet for this.
I also would echo Groody's comment that there already exists a half-undead race called Dhampir, and it seems like you could just use that rather than going to the extra effort for writing homebrew.