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  1. Palworld Mystery Dungeon (Alpha Build)
  2. Lore

RMG Weapons

1. Melee Weapons (The Tools)

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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2. Ranged Weapons (The "Lost Tech")

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).


3. Grenades (Consumables)

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).


4. Pal Weapons (The Coolest Mechanic)

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.


5. Terraria Collab (Legendary Loot)

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).