CurseForge · Minecraft mod
Homebrew Origins
Homebrew Origins adds 20 playable races inspired by real D&D 5.5e species and monsters, each with trait-accurate powers, tiered progression, and real drawbacks. An Neo-Origins addon
Quick answer
Which Homebrew Origins release should I use?
Homebrew Origins homebreworigins-neoforge-1.0.2 targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 9 required mods have matching files.
Where it goes
Is Homebrew Origins required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Homebrew Origins homebreworigins-neoforge-1.0.2 need?
homebreworigins-neoforge-1.0.2. Change the file and its required mods may change too.
Install Pehkui, Woodwalkers Spellbooks, Iron's Spells 'n Spellbooks, NeoOrigins and 5 more first. We found matching files for this game-version and loader setup. 13 come through another mod in the chain.
13 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Homebrew Origins without breaking your instance.
Built for Homebrew Origins homebreworigins-neoforge-1.0.2. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use homebreworigins-neoforge-1.0.2. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Pehkui, Woodwalkers Spellbooks, Iron's Spells 'n Spellbooks, NeoOrigins and 5 more first. We found matching files for this game-version and loader setup. 13 come through another mod in the chain.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside homebreworigins-neoforge-1.0.2. It opens that exact file at the source.
About this project
What does Homebrew Origins add?
Homebrew Origins
A NeoOrigins addon for NeoForge 1.21.1 adding 23 playable races (22 without Icarus, which the Harpy needs), each with its own kit of powers and weaknesses.
Pick a race family, then a race. Every race has a base kit, three evolution tiers and a real drawback (Human has none).
Only the Homebrew Origins races are offered. The races and classes that come with NeoOrigins are hidden, and one switch in the config lets you bring them back.
Races
Races marked with a star are inspired by monsters.
Elves
Elves never sleep: they rest by meditating, shrug off charms (Fey Ancestry) and see 18 blocks in the dark, except the Drow.
- Woodland Elf - swift and silent: Longstrider, Forest Stealth, Pass without Trace and Shapeshifting (Woodwalkers Spellbooks). Drawbacks: frail and slow to learn.
- High Elf - the arcane caster: Magic Missile, Detect Magic, Misty Step, Invisibility. Drawbacks: frail, and heavy armor muddles casting.
- Drow - Faerie Fire reveals every enemy and breaks their invisibility. Darkness, Elf Step and Avenge Ally follow. Drawback: bright sunlight saps them.
Dwarves
- Dwarf - 25% faster mining (Stonecunning), extra hearts, auto step-up on rock, Boulder Roll, Stone Bones and March the Mines, which tunnels through stone. Drawback: short legs.
- Duergar - Enlarge and Reduce, invisibility, Defy the Darkness, Telluric Power. Drawbacks: sunlight saps them and short legs.
- Earthen - living stone woken by azerite: Azerite Surge, a cone that heals every player in it and hurts hostile mobs, plus poison resistance, stone for food and a slow rest-heal beside a campfire. Drawbacks: cannot swim and takes 25% more explosion damage.
Wildfolk
- Orc - Adrenaline Rush dashes and Orc Ferocity, which keeps you at 1 HP when a blow would kill you. Drawback: slow to learn.
- Goblin - hit and run: Fury of the Small, Nimble Escape, sneaking at full speed. Drawbacks: villagers charge more, golems hunt them, weak grip.
- Kobold - small dragon-kin: Fleeing Shriek, Cringe, flapping Winglets, and Kaiju's Footfalls at the top. With Kobolds! installed, nearby Kobolds fight for you. Drawback: sunlight saps them.
Beasts
- Azarketi - fog clouds, a water deflection disc, walking on water. Drawback: slow on land.
- Harpy (star) - true flight with Icarus wings (the Harpy only appears when Icarus is installed), the Luring Song that charms and pulls humanoids, and a gust that blasts foes back. Drawbacks: slow and weak on the ground.
- Anadi (star) - spider-folk: wall climbing, webs, Faerie Fire, Darkness. Drawbacks: sunlight, and Bane of Arthropods hits harder.
Humans
- Human - Ray of Frost, extra XP, Shield, and Heroic Presence for the whole party. No drawback.
Dragonborn
- Fire, Lightning, Frost and Acid Dragonborn - an element-matched Breath Weapon, resistance to their element, scaled hide, Energize Bite, and their own extras: Scorching Ray and Fireball, Shatter and Cloaked, Ice Walk and Freezing Burst, Amphibious and Noxious Miasma. They cannot fly. Drawback: awkward bodies.
Undying
- Revenant (star) - an undead avenger: regeneration that fire and holy damage stop, a Tracker that marks whoever hurt you and a Glare that stuns them. Never sleeps.
- Dhampir - half-vampire: a bite that heals, Spider Climb, mist form and Bat Swarm. Drawback: food barely feeds them. Immune to Vampirism's Sanguinare when that mod is installed.
- Reborn - sleepless and breathless, plays dead, and a spark that cheats death. Drawback: flesh that barely mends.
Outsiders
- Tieflings - every Tiefling bloodline in one: Fire Bolt, Hellish Rebuke, Darkness and Slip Sideways, with horns. Drawbacks: mobs notice them from farther and villagers charge more.
- Aasimar - Healing Hands, Light Bearer, three Celestial Revelations (Heavenly Wings, Inner Radiance, Necrotic Shroud), Healer's Halo and Celestial Strikes (stronger holy spells and a withering hit). Drawback: undead sense them from far off.
- Nalfeshnee (star) - a towering demon: Teleport, Horror Nimbus, Truesight. Drawback: as a fiend it takes extra damage from Smite.
How it works
- Tiers. Every race starts at Base and evolves through Tier 1, 2 and 3 with NeoOrigins' kill-based evolution (the counter is on the origin screen). Each tier upgrades your powers and adds a new one.
- Charges. Breath weapons, spells and other active powers use charges shown as HUD bars. Charges grow every tier (2, 3, 4, 5). A charge returns every 5 minutes and every charge returns when you sleep through a night. Elves and Reborn do not sleep, so they crouch still for 10 seconds to meditate instead.
- Iron's Spells. Imbued powers cast the real Iron's spell with no mana cost, and its level rises each tier.
- Darkvision. Races with 37 blocks of darkvision see strongly in the dark and races with 18 blocks see a gentle boost. It works underground and indoors, never under open sky, and K toggles it.
- Sunlight Sensitivity. In direct sunlight (open sky, daytime, no rain) affected races deal 25% less damage. No helmet blocks it.
- Faerie Fire. Outlines everything it hits and breaks every invisibility and stealth power. Darkness fields still hide.
- Sizes are set per race and kept playable: nobody is shorter than one block or taller than 1.3.
- Stunned and Charmed. Two custom status effects. Stunned stops moving, attacking, eating and blocking. Charmed stops you hurting the charmer and ends when they hurt you. Player durations are capped and followed by an immunity window, and bosses ignore Stunned.
- Advantage traits (Fey Ancestry, Psionic Fortitude, Dwarven Resilience and others) make the matching effect last half as long.
Requirements
Required:
- NeoOrigins 2.2.38 or newer.
- Pehkui.
- Iron's Spells 'n Spellbooks 3.16.3 or newer - the races cast its spells.
- Woodwalkers Spellbooks (it needs Woodwalkers) - the Woodland Elf's Shapeshifting.
Optional:
- Legendary Survival Overhaul - heat and cold resistance for the elemental races.
- Icarus - needed for the Harpy race, which does not appear without it, and gives the Heavenly Wings look.
- Kobolds! - Kin of the Den and Kin Trade for the Kobold.
- Wind's Spellbooks - the Harpy's wind spell power bonus.
- Vampirism - the Dhampir cannot catch Sanguinare Vampiris.
- HazentouveLib - the Drow and Dhampir gain Shadow spell power.
For server owners
Config lives in config/homebreworigins-common.toml:
[races]has one switch per race (23). A disabled race, or a family whose races are all disabled, is hidden from the picker. Players who already have a disabled race keep it.[stock]has one switch,disable_stock_origins_and_classes, on by default. While it is on the NeoOrigins races are hidden and the class screen is skipped. Set it to false and the NeoOrigins races appear in the list of every family, and the classes come back. Players who already have a NeoOrigins race or class keep it, and an operator can still hand one out with/neoorigins set.[conditions]sets the Stunned and Charmed limits (conditions_affect_players,stunned_player_ticks,charmed_player_ticks,condition_immunity_ticks) and the list of non-humanoid races (non_humanoid_races)./homebrew condition <targets> <stunned|charmed> <ticks> [pull|humanoid](op) applies the effects.
Updating from 1.0.1 does not force a re-pick. Hill Dwarves are moved to Dwarf on login and every other old race id still exists. To let players choose again (new sizes and kits), give them an Orb of Origin, or use /origin gui <player> <layers> for the race family and race layers.
NeoOrigins' power_overrides.toml only covers NeoOrigins' own powers. To change a Homebrew Origins power, override its file with a datapack: data/homebreworigins/powers/<race>/<power>.json.
Client config
config/homebreworigins-client.toml has render_racial_features plus one switch each for elf_ears, goblin_ears, orc_tusks, triton_fins (Azarketi fins) and horns. They only affect what you see, so players who use their own avatar models can hide the mod's racial parts.
FAQ
Do I need Icarus for the Harpy? Yes. The Harpy race only appears when Icarus is installed. Without it the race list simply has no Harpy.
Do I need Iron's Spells 'n Spellbooks? Yes. The races cast real Iron's spells, so it is a required mod.
Can I hide the elf ears or Tiefling horns? Yes, in the client config.
Can I turn races off? Yes, in the common config.
Where did the NeoOrigins races and classes go? They are hidden so the race list stays clean. Set disable_stock_origins_and_classes to false in the [stock] section of config/homebreworigins-common.toml and they return next to the Homebrew Origins races.
Does the Dhampir catch Vampirism's infection? Not when Vampirism is installed.
Why can't I see in the dark outside? Darkvision only works underground or indoors. Under open sky the night stays vanilla.
Credits
Created by Xmat5.
Project description from CurseForge.
Pick your setup
Homebrew Origins by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Homebrew Origins versions and loaders
homebreworigins-neoforge-1.0.2
homebreworigins-neoforge-1.0.2.jar
10 Nov 2026
homebreworigins-neoforge-1.0.1
homebreworigins-neoforge-1.0.1.jar
30 Sept 2026
Looking for an older file? The official CurseForge project page is in Resources.