In Palworld, Shields are forcefields, not wood/metal boards you hold. In D&D, treat these as "Magical Belts" or "Wristbands."
Mechanic: Grants Temporary Hit Points (THP). If you lose them, they regenerate after a Short Rest.
Item NameRarityEffect (Copy/Paste)Common ShieldCommonTech Tier 4. Grants 5 Temporary HP.Mega ShieldUncommonTech Tier 16. Grants 15 Temporary HP.Giga ShieldRareTech Tier 28. Grants 30 Temporary HP.Hyper ShieldVery RareTech Tier 43. Grants 50 Temporary HP.Ultra ShieldLegendaryTech Tier 55. Grants 80 Temporary HP.Advance ShieldArtifactTech Tier 60. Grants 100 Temporary HP.
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Stats are based on Standard 5e Armor but with "Palworld" buffs.
Cloth Outfit: AC 11 + Dex. (Basic Clothes).
Tundra Outfit: AC 11 + Dex. Effect: You automatically succeed on Saving Throws against Extreme Cold weather.
Tropical Outfit: AC 11 + Dex. Effect: You automatically succeed on Saving Throws against Extreme Heat weather.
Pelt Armor: AC 12 + Dex (Max 2). (Hide Armor equivalent).
Metal Armor: AC 16 (Chain Mail). Disadvantage on Stealth.
Heat Res. Metal Armor: AC 16. Resistance: You take half damage from Fire (Environmental only, not spells).
Cold Res. Metal Armor: AC 16. Resistance: You take half damage from Cold (Environmental only).
Refined Metal Armor: AC 17 (Splint). Bonus: +10 Max HP.
Refined Heat Armor: AC 17. Resistance: Fire Damage (from all sources, including spells).
Refined Cold Armor: AC 17. Resistance: Cold Damage (from all sources).
Pal Metal Armor: AC 18 (Plate Armor). Bonus: +20 Max HP.
Pal Metal Heat: AC 18. Immunity: Extreme Heat. Resistance: Fire Damage.
Pal Metal Cold: AC 18. Immunity: Extreme Cold. Resistance: Cold Damage.
Plasteel Armor: AC 19 (+1 Magic Plate). Bonus: +40 Max HP.
Lightweight Plasteel: AC 19. Effect: No Stealth Disadvantage. Carrying Capacity doubled.
Hexolite Armor: AC 21 (+3 Magic Plate). Bonus: +60 Max HP.
Effect: You are immune to all environmental weather effects.
In D&D, helmets usually don't give AC (since that is Body Armor). These will act as Wondrous Items.
Item NameEffectFeathered Hair Band+1 to Perception Checks. Looks cute.Metal HelmCritical Hit Protection. Critical hits against you become Normal hits.Refined Metal Helm+1 AC. (Stacks with Body Armor).Pal Metal Helm+1 AC and you cannot be Blinded.Long-eared HeadbandBunny Ears. Advantage on Hearing-based Perception checks.Hexolite Helmet+2 AC. You have Darkvision (120ft).
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These are "Class Sets" that drop from the Moon Lord Raid Boss.
Hallowed Mask (Melee):
Effect: +2 to Strength Score. +1 to Melee Damage Rolls.
Hallowed Helmet (Ranged):
Effect: +2 to Dexterity Score. +1 to Ranged Attack Rolls.
Combo: Best used with the Vortex Beater.
Hallowed Headgear (Magic):
Effect: +2 to Intelligence/Wisdom. Increases Spell Save DC by 1.
Hallowed Hood (Summoner):
Effect: Your Pal gains +2 AC and +10 HP.
Combo: Best used with the Terraprisma.
Hallowed Plate Mail (Body):
AC: 18 (Plate).
Effect: "Holy Protection." If an enemy misses you with an attack, you gain Advantage on your next attack against them.