Files
gogobee/gogobee_subclass_system.md
prosolis ba2a2b5e90 Adv 2.0 D&D Phase 11 D1a: zone registry + Tier 1 zones
Zone Infrastructure SUB-A: ZoneDefinition / ZoneTier / ZoneEnemy /
ZoneBoss / ZoneLootEntry types and dndZoneRegistry. Tier 1 zones
populated per gogobee_dungeon_zones.md §5: Goblin Warrens (T1, L1-3,
boss Grol the Unbroken CR3) and Crypt of Valdris (T1, L1-3, boss
Valdris the Unburied CR5, phase 2 at 50% HP).

Helpers: getZone, zonesForLevel (2-tier-above ceiling), zonesByTier,
allZones.

Bestiary additions for Tier 1 enemy rosters: goblin_sneak,
goblin_archer, hobgoblin_grunt, worg, goblin_shaman,
hobgoblin_warchief, zombie, shadow, specter, wight, flameskull, plus
the two zone bosses. Zombie AC bumped 8->10 to satisfy engine
TestBestiaryAllWellFormed minimum.

7 new tests covering registry presence, bestiary-ref resolution, boss
CR floor, level-tier gating, loot-chance bounds, room-count sanity,
elite flag presence, and tier->level-range alignment. Full plugin
suite green.

Also marks SUB3 done in gogobee_subclass_system.md (all 15 subclasses
through L15 shipped across SUB3a-d).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00

13 KiB
Raw Blame History

GogoBee — Subclass System

Companion to: gogobee_dnd_design_doc.md Version: 1.0 Trigger: Level 5 subclass selection prompt


1. Selection

At Level 5, players receive a subclass selection prompt. Choice is permanent unless !respec is used (cooldown: 30 days; cost: 500 coins).

⚔️ You have reached Level 5.
   Choose your path:

   [Fighter]
   [1] Champion    — Raw power, brutal efficiency
   [2] Battle Master — Tactical superiority, maneuver control
   [3] Berserker   — Rage-fueled destruction, high risk/reward

   Reply with a number or name.

2. Fighter Subclasses

Champion

Raw power. Higher crit chance. Wins by hitting harder and surviving longer.

Level Ability Effect
5 Improved Critical Crit on natural 19 or 20 (instead of 20 only)
7 Remarkable Athlete +proficiency bonus to STR/DEX/CON checks not already proficient
10 Additional Fighting Style Choose a second fighting style: Dueling (+2 melee damage one-handed), Great Weapon (reroll 1s and 2s on damage), Archery (+2 ranged attack rolls), Defense (+1 AC in armor)
15 Superior Critical Crit on 18, 19, or 20

Battle Master

Tactical control. Maneuver dice fuel special attacks that debuff, reposition, or devastate enemies.

Level Ability Effect
5 Maneuver Dice Gain 4d8 Superiority Dice per short rest. Fuel maneuvers.
5 Maneuvers (pick 3) See maneuver list below
7 Know Your Enemy After 1 min observation: learn 2 of target's stats vs. yours
10 Improved Maneuvers Superiority Dice become d10; learn 2 more maneuvers
15 Relentless On initiative if no Superiority Dice: regain 1

Battle Master Maneuvers (choose 3 at Level 5, +2 at Level 10):

Maneuver Cost Effect
Disarming Attack 1 die On hit: +die damage; STR save or drop weapon (disadvantage next attack)
Tripping Attack 1 die On hit: +die damage; STR save or Prone
Pushing Attack 1 die On hit: +die damage; STR save or pushed 15 ft
Menacing Attack 1 die On hit: +die damage; WIS save or Frightened until end of your next turn
Precision Attack 1 die Add die to one attack roll (before or after rolling)
Parry 1 die Reaction: reduce damage taken by die + DEX mod
Rally 1 die Bonus action: give ally temp HP equal to die + CHA mod
Goading Attack 1 die On hit: +die damage; WIS save or disadvantage on attacks against anyone except you
Riposte 1 die Reaction when missed: make one melee attack; add die to damage
Commander's Strike 1 die Bonus action: ally makes one attack using Reaction; add die to their damage

Berserker

Rage. More rage. Everything hurts including you but you hit harder.

Level Ability Effect
5 Frenzy While Raging: make one bonus melee attack per turn; after rage: gain 1 Exhaustion level
5 Rage Bonus action: +2 melee damage; resistance to physical damage; advantage on STR checks/saves; 1 min; 3 uses per long rest
7 Mindless Rage While Raging: immune to Charmed and Frightened
10 Intimidating Presence Action: WIS DC (8+prof+CHA) or target Frightened 1 min
15 Retaliation Reaction: when taking damage, make one melee attack against attacker

3. Rogue Subclasses

Thief

Speed and opportunism. Best at looting, pickpocketing, and using items faster than anyone.

Level Ability Effect
5 Fast Hands Bonus action: Sleight of Hand check, use thieves' tools, or Use Object
5 Second Story Work Climb speed = full speed; running jump distance +DEX mod ft
7 Supreme Sneak Advantage on Stealth if moving at half speed
10 Use Magic Device Ignore class/race restrictions on magic items
15 Thief's Reflexes Take two turns in first combat round (normal initiative + initiative -10)

Assassin

Setup and execution. Pre-combat advantage pays off in devastating opening strikes.

Level Ability Effect
5 Assassinate Advantage vs. creatures that haven't acted yet; crits vs. surprised targets
5 Infiltration Expertise Craft a false identity (useful for NPC skill checks)
7 Impostor Perfectly mimic voice/behavior after 3 hours study
10 Death Strike On crit vs. surprised target: target must CON save (DC 8+prof+DEX) or take double damage
15 Shadow Step (Assassin) Bonus action teleport between dim/dark areas up to 60 ft

Arcane Trickster

Magic plus stealth. The most versatile Rogue build; some spellcasting.

Level Ability Effect
5 Spellcasting Gain Mage cantrips (2) and 1st level spells (3 slots); INT-based
5 Mage Hand Legerdemain Mage Hand is invisible; can pickpocket, disarm traps, retrieve items remotely
7 Magical Ambush If hidden when casting: targets have disadvantage on the save
10 Versatile Trickster Use Mage Hand to give yourself advantage on one creature's attack roll or ability check
15 Spell Thief Reaction: steal a spell just cast against you (INT save to resist for caster)

4. Mage Subclasses

Evocation

Pure damage output. The glass cannon perfected.

Level Ability Effect
5 Sculpt Spells When casting AoE: choose up to (1 + spell level) creatures to auto-succeed the save
5 Potent Cantrip Cantrip saves that succeed still deal half damage
7 Empowered Evocation Add INT mod to damage of all Mage evocation spells
10 Overchannel Maximize damage dice of a 1st5th level spell (once per turn; above 1st level = take 2d12 necrotic per level above 1st)
15 Sculptural Mastery Sculpt Spells now affects double the number of creatures

Abjuration

Defensive Mage. Wards, shields, and counterspells.

Level Ability Effect
5 Arcane Ward When casting abjuration spell: create ward with HP = 2× Mage level; absorbs damage before player does
5 Projected Ward Use Reaction: extend Arcane Ward to protect one ally hit by attack
7 Improved Abjuration Proficiency bonus to Arcane Ward HP; bonus to Counterspell/Dispel Magic checks
10 Spell Resistance Advantage on saves vs. spells; resistance to spell damage
15 Spell Reflection Counterspell can redirect the spell back at the caster

Necromancy

Control undead and drain life. High synergy with Crypt of Valdris zone.

Level Ability Effect
5 Grim Harvest When killing with a spell: heal HP equal to twice spell level (three times for necrotic)
5 Undead Thralls Animate Dead creates one extra undead; undead gain +proficiency bonus to damage
7 Inured to Undeath Resistance to necrotic damage; max HP can't be reduced
10 Command Undead Attempt to take control of any undead (CHA save DC 8+prof+INT)
15 Improved Undead Thralls Undead thralls gain +CON mod to HP and attack bonus

5. Cleric Subclasses

Life Domain

Maximum healing output. Party support anchor.

Level Ability Effect
5 Disciple of Life Healing spells restore additional HP equal to 2 + spell level
5 Preserve Life Channel Divinity: restore HP to any creatures within 30 ft up to half max HP; total pool = 5× Cleric level
7 Blessed Healer When casting healing spell on ally: heal yourself for 25 HP
10 Divine Strike Once per turn: +1d8 radiant on weapon hit (+2d8 at Level 14)
15 Supreme Healing Instead of rolling healing spell dice: use maximum value

War Domain

Combat Cleric. Extra attacks, martial weapons, armor.

Level Ability Effect
5 War Priest Bonus action: make one weapon attack; usable WIS mod times per long rest
5 Guided Strike Channel Divinity: +10 to one attack roll (after rolling, before resolving)
7 War God's Blessing Reaction: grant ally +10 to their attack roll
10 Divine Strike +1d8 weapon-type damage on weapon hit (+2d8 at Level 14)
15 Avatar of Battle Resistance to bludgeoning, piercing, slashing from non-magical weapons

Trickery Domain

Illusion, misdirection, and chaos. High-risk high-reward Cleric.

Level Ability Effect
5 Blessing of the Trickster Give one creature advantage on Stealth for 1 hr (1/rest)
5 Invoke Duplicity Channel Divinity: create illusory duplicate; cast spells from its position; +advantage on attacks vs. creatures adjacent to it
7 Cloak of Shadows Become Invisible as action (until attack, spell, or end of next turn)
10 Divine Strike +1d8 poison damage on weapon hit
15 Improved Duplicity Spawn up to 4 duplicates; each ally adjacent to a duplicate has advantage on attacks

6. Ranger Subclasses

Hunter

Zone specialist. Bonuses against specific enemy types stack with zone familiarity.

Level Ability Effect
5 Hunter's Prey Choose one: Colossus Slayer (+1d8 vs. target below max HP), Giant Killer (Reaction attack when Large+ misses you), Horde Breaker (attack second adjacent creature once per turn)
7 Defensive Tactics Choose one: Escape the Horde (OA against you have disadvantage), Multiattack Defense (+4 AC after being hit by multiattack), Steel Will (advantage vs. Frightened)
10 Multiattack Choose one: Volley (ranged attack all creatures in 10 ft radius) or Whirlwind Attack (melee attack all within 5 ft)
15 Superior Hunter's Defense Choose one: Evasion, Stand Against the Tide (on OA hit: redirect to different adjacent creature), Uncanny Dodge

Beast Master

Deep Rangerpet bond. Pet becomes a true combat partner.

Level Ability Effect
5 Ranger's Companion Pet gains: +proficiency to attack/saves; acts on your initiative; follows tactical commands
5 Exceptional Training Bonus action: command pet to Dash, Disengage, Dodge, or Help
7 Bestial Fury Pet makes 2 attacks when commanded to attack
10 Share Spells Spells targeting self also affect pet if within 30 ft
15 Superior Bond Pet can't be charmed or frightened; pet survives death (returns at next long rest at 1 HP)

Gloom Stalker

Darkness specialist. Exceptional in underground zones and night phases.

Level Ability Effect
5 Dread Ambusher +initiative bonus equal to WIS mod; +1 attack in first combat round; +1d8 damage on that extra attack
5 Umbral Sight Darkvision 60 ft; creatures with darkvision can't see you in darkness
7 Iron Mind Proficiency in WIS saves (or +1 if already proficient)
10 Stalker's Flurry When you miss: immediately make another attack against same target
15 Shadowy Dodge Reaction when attacked: impose disadvantage on the attack

7. Subclass Flavor Prompts

Each subclass selection triggers a TwinBee narration line and a one-line flavor acknowledgment in the player's character sheet. Examples:

  • Champion: "You've chosen the old way. No tricks, no systems. Just you, and the blade, and the next hit. TwinBee approves of this directness."
  • Arcane Trickster: "Magic in the hands of a Rogue. TwinBee considers this the universe's way of apologizing for giving you low HP."
  • Necromancer: "Undeath as a tool rather than a state. TwinBee has opinions about this. TwinBee is keeping them to itself."
  • Beast Master: "You and your pet, all the way down. TwinBee finds this genuinely moving and declines to be embarrassed about that."
  • Gloom Stalker: "You were already good in the dark. Now you're better. TwinBee notes: the Underdark is waiting."

8. Implementation Phases

Phase SUB1 — Selection System

  • Level 5 subclass prompt (per class)
  • Subclass record stored on character sheet
  • !respec command (cooldown + cost)

Phase SUB2 — Ability Implementation

  • Fighter (SUB2a-i) and Rogue Assassin/Battle Master (SUB2a-ii) L5/L7
  • Arcane Trickster spellcasting (SUB2-AT)
  • Mage subclasses L5/L7 (SUB2b)
  • Cleric subclasses L5/L7 + Channel Divinity (SUB2c)
  • Ranger subclasses L5/L7 (SUB2d)
  • Berserker Rage mechanic and Exhaustion tracking

Phase SUB3 — Advanced Abilities

  • Level 10 and 15 abilities per subclass (all 15 subclasses)
  • Battle Master maneuver dice system (SUB2a-ii)
  • Arcane Trickster spellcasting integration (SUB2-AT)
  • Beast Master full combat pet participation (SUB3d Superior Bond)

End of Subclass System.