In D&D, these are your standard weapons. As the "Tech Tier" goes up, they become +1, +2, or +3 Magic Weapons.
Palworld ItemD&D 5e EquivalentDamageSpecial EffectStone Axe/PickHandaxe1d6 SlashingBasic tool.Metal SpearPike1d10 PiercingReach (10ft).Stun BatonWarhammer1d8 BludgeoningEffect: On hit, target must make a CON Save (DC 13) or be Stunned until next turn.SwordLongsword1d8 SlashingVersatile (1d10).Refined Metal Axe+1 Battleaxe1d8 + 1Attacks count as magical.Pal Metal Sword+2 Longsword1d8 + 2Very rare drop.Lily's Spear+3 Pike1d10 + 3Legendary. Deals extra 1d6 Nature damage.MeowmereGreatsword2d6 SlashingEffect: Every swing casts Magic Missile (looks like a cat) at a nearby enemy for 1d4 Force damage.
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Since guns are rare "Artifacts," ammo should be hard to find. This keeps melee players relevant.
Bows (Silent & Reliable)
Old Bow: Shortbow (1d6 Piercing).
Crossbow: Heavy Crossbow (1d10 Piercing, Loading).
Fire Bow: Deals 1d6 Piercing + 1d4 Fire.
Firearms (Loud & Powerful)
Musket: 1d12 Piercing. Loading (Can only fire once per turn).
Handgun: 1d10 Piercing. Range 60/120.
Makeshift Shotgun: 2d8 Piercing. Range 30ft. If the target is within 5ft, roll 3d8.
Assault Rifle: 2d8 Piercing. Burst Fire: Can spray a 10ft cube (DC 15 Dex save) instead of aiming at one person.
Rocket Launcher: 8d6 Fire Damage (Basically a Fireball spell on a stick). Reload: Requires 1 Action to reload.
Energy Weapons (Tier 50+)
Laser Rifle: 3d8 Radiant Damage. No reload needed, but uses "Energy Cells" (Batteries).
Homing Sphere Launcher: Casts Magic Missile at 5th Level (7 darts).
Treat these like "Potions" or "Scrolls" that anyone can throw.
Frag Grenade: 20ft Radius. DC 13 Dex Save. 3d6 Piercing Damage.
Shock Grenade: 10ft Radius. DC 13 Dex Save. 1d6 Lightning + Target is Paralyzed for 1 turn.
Ice Grenade: Creates a patch of "Difficult Terrain" (Ice). Creatures must succeed on a DC 13 Dex save or fall Prone.
Pal Recover Grenade: Heals all allies in a 10ft radius for 2d4 + 2 HP (Like a healing potion cloud).
In Friends & Fables, you can add these as "Feats" or "Partner Abilities" that unlock when Kovo or Sarah reaches a certain level.
Foxparks Harness (Flamethrower):
Action: Kovo holds Foxparks.
Effect: Casts Burning Hands (3d6 Fire damage in a 15ft cone).
Lifmunk SMG:
Bonus Action: Lifmunk fires from your shoulder.
Effect: Ranged Attack, +5 to hit, 1d6 Piercing damage. (Extra free damage every turn!)
Pengullet Rocket Launcher:
Action: You fire... the Pengullet.
Effect: The Pengullet hits the target for 4d6 Bludgeoning. The Pengullet takes 1d6 damage from the impact (Don't tell PETA).
Mossanda Grenade Launcher:
Action: While mounted, Mossanda fires two grenades. 2d6 Fire damage each.
These should be the rewards for beating the "Raid Bosses" like Necromus or Jetragon.
Terra Blade: +3 Greatsword. Active Skill: "Terra Beam." Once per turn, you can slash the air to send a wave of green energy (Range 30ft, 1d8 Radiant).
Vortex Beater: Heavy Crossbow/Gun hybrid. It fires so fast it counts as casting Cone of Cold but with Bullets.
Terraprisma: A magical item that summons a floating sword familiar. It acts like the Spiritual Weapon spell (attacks on its own for 1d8 Force).