For some races, there are Racial Feats. These feats are the same as any other feats except that you must be the specified race to acquire them.
Perceiver
Hover
You begin to hover 1 foot off the ground (to be exact, assuming your center of mass is at the midpoint of the median line, your center of mass hovers 1 + half your height off the ground). While hovering, if your distance from the ground becomes greater than 1 foot, you descend slowly at a rate of 60 feet per round until you reach 1 foot above the ground (you take no fall damage). You can no longer be knocked prone or jump. You can still move along the ground as if you were in contact with it. The hovering lasts until you die.
Anti Magic
Your central eye gains the ability to nullify magic. You can cast either the counterspell or dispel Magic spells with this trait, without requiring a verbal or somatic component. Once you cast counterspell or dispel magic with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Your spellcasting ability for these spells is the same as the chosen ability for your Ocular Ray feature.
Animent
Bonded Soul
Over the course of a short or long rest, you can intertwine your soul with another creature's. When you are within 60 feet of your soul-bound creature, you can communicate telepathically with it as long as both of you know at least 1 language. Additionally, either you or the creature you are bound to can use their bonus action to teleport you to a space within 5 feet of the creature you are bound to as long as you are both within 30 feet of each other. After teleporting, you cannot do so again until you finish a short or long rest.
Lost Soul
Poltergeist
You learn the mage hand cantrip. You can cast it without verbal or somatic components, you can make the spectral hand invisible and can make it appear on the material plane if you are under the effects of your Ethereal form trait. If you already know this spell, its range increases by 30 feet when you cast it. Additionally, when you speak while within the ethereal plane, creatures within 10 feet of the matching point where you spoke on the material plane can hear you.
Soul Seeing
You can sense the location of creatures within 15 feet of you. This feature does not apply to Elementals, Constructs, or Undead.
Kitsune
Dream Eater
By touching an unconscious creature, you can use an action to consume its dreams, causing you to gain 1 random piece of knowledge known by the creature (DM's choice). Additionally, if a creature which you have consumed the dreams of is taking a long rest, you can force it to succeed a Wisdom saving throw against the spell save DC from your Foxfire feature or awaken, causing its long rest to be interrupted as if by 1 hour of strenuous activity. Once you consume a creature's dreams, you cannot do so again until after you finish a short or long rest.
Illithesque
Psionics
When casting a spell, you can choose to cast the spell with no verbal or somatic components, and no material components, unless it has a gold cost. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
Skill Inheritor
After using your Mind Eater trait, you can gain one weapon, skill, or tool proficiency that the creature once had. You can only gain a number of proficiencies equal to your proficiency bonus. If you already have the maximum number of proficiencies receivable from this feature and use it again, the earliest acquired proficiency is lost.
Oni
Cruel Savagery
Choose one of the options in your Savagery feature. You can use the chosen feature without needing to choose it in the Savagery feature, allowing you to have two Savagery features available at once.
Ice Genasi
Blizzard Veil
As a bonus action, you create a small blizzard in a 15-foot-radius sphere centered on you when you first make it. The blizzard causes the area within the sphere to be heavily obscured to all creatures except you. The blizzard lasts for 1 minute, until you fall unconscious, dismiss it as a bonus action, or die. Once you use this feature, you cannot do so again until after you finish a short or long rest.
Arachne
Arachnid Ancestry
You can cast a modified version of the speak with animals spell an unlimited number of times with this feature. This version of the spell applies to any spider-like Beast or Monstrosity, rather than all beasts. Additionally, you can cast animal friendship an unlimited number of times with this feature, but you can target only spider-like beasts or monstrosities.
Inevitable Fate
When you or a creature you can see makes an attack roll or saving throw, you can guarantee a success, no matter the needed total. You can do this after you see the roll, but before you know the result. Once you use this feature, you cannot use it again until you finish a long rest.
Starborn
Astral Guidance
As a 10-minute ritual under the night sky, you can enter a meditative state and describe a goal you need assistance with, such as finding a creature or object or weakening an enemy. A bright star-like light appears in the direction of what you were looking for or a creature or object that can assist with your goal. The light is distinct from real stars and only you can see it. The light lasts until the night ends or until you find what you were looking for. Once you use this feature, you cannot do so again until you finish a long rest.
Siren
Selenomancy
During the night, if the moon is visible, you cast the augury spell with this feature. You can use this feature a number of times equal to your proficiency bonus, and regain all uses at the end of a long rest. You can also cast the spell using any spell slots you have of the appropriate level, provided you meet the conditions for using this feature.
Mycnide
Ensnaring Mycelium
As a bonus action, you cause mycelium to grow in a 15-foot radius underneath you. The ground above the mycelium becomes difficult terrain and creatures in the difficult terrain when it is first formed must make a Strength saving throw or be restrained. The DC of the saving throw is equal to 8 + your proficiency bonus + your Constitution modifier. A restrained creature can attempt the saving throw again at the end of each of its turns, ending the effect on a successful save. The fungus decays and disappears after 1 minute. Once you use this feature, you cannot use it again until you finish a short or long rest.