GogoBee — Equipment Appendix
Companion to: gogobee_dnd_design_doc.md
Version: 1.0
Source: D&D 5e SRD, adapted for GogoBee bot mechanics
⚠️ Implementation Notes
- All damage dice and stat values are starting baselines. Balance tuning is a human responsibility.
- Weapon/armor names may be reskinned for flavor (e.g., "TwinBee Aegis" instead of "Shield") but base mechanics must match this spec.
- Class proficiency restrictions from the main design doc apply here. An unproficient player may equip an item but incurs -4 to attack rolls and cannot add stat modifiers to damage.
- All gold (gp) costs map 1:1 to GogoBee coins unless the economy team decides otherwise.
- Item IDs follow the format:
wpn_<name> for weapons, arm_<name> for armor.
1. Weapon Properties Glossary
| Property |
Effect |
| Ammunition |
Requires ammo (arrows, bolts, etc.) to fire. Recover half after combat. |
| Finesse |
Player may use STR or DEX modifier for attack and damage (choose one, apply consistently). |
| Heavy |
Small creatures (Halfling) have disadvantage on attack rolls with this weapon. |
| Light |
Can be dual-wielded. Bonus action attack with off-hand (no stat modifier to damage). |
| Loading |
Can only fire once per turn regardless of extra attacks. |
| Range |
Listed as normal/long range. Attacks beyond normal range have disadvantage. |
| Reach |
+5 ft attack range. Relevant if zone/range mechanics are ever added. |
| Thrown |
Can be thrown as a ranged attack using STR modifier. |
| Two-Handed |
Requires both hands. Cannot use a shield simultaneously. |
| Versatile |
Can be wielded one-handed (lower damage) or two-handed (higher damage). |
| Special |
See individual entry for unique rules. |
2. Simple Weapons
Simple weapons are proficient for all classes.
2.1 Simple Melee Weapons
| Weapon |
Cost |
Damage |
Damage Type |
Weight |
Properties |
| Club |
1 gp |
1d4 |
Bludgeoning |
2 lb |
Light |
| Dagger |
2 gp |
1d4 |
Piercing |
1 lb |
Finesse, Light, Thrown (20/60) |
| Greatclub |
2 gp |
1d8 |
Bludgeoning |
10 lb |
Two-Handed |
| Handaxe |
5 gp |
1d6 |
Slashing |
2 lb |
Light, Thrown (20/60) |
| Javelin |
5 gp |
1d6 |
Piercing |
2 lb |
Thrown (30/120) |
| Light Hammer |
2 gp |
1d4 |
Bludgeoning |
2 lb |
Light, Thrown (20/60) |
| Mace |
5 gp |
1d6 |
Bludgeoning |
4 lb |
— |
| Quarterstaff |
2 gp |
1d6 / 1d8 |
Bludgeoning |
4 lb |
Versatile |
| Sickle |
1 gp |
1d4 |
Slashing |
2 lb |
Light |
| Spear |
1 gp |
1d6 / 1d8 |
Piercing |
3 lb |
Thrown (20/60), Versatile |
2.2 Simple Ranged Weapons
| Weapon |
Cost |
Damage |
Damage Type |
Weight |
Properties |
| Crossbow, Light |
25 gp |
1d8 |
Piercing |
5 lb |
Ammunition (80/320), Loading, Two-Handed |
| Dart |
5 cp |
1d4 |
Piercing |
0.25 lb |
Finesse, Thrown (20/60) |
| Shortbow |
25 gp |
1d6 |
Piercing |
2 lb |
Ammunition (80/320), Two-Handed |
| Sling |
1 sp |
1d4 |
Bludgeoning |
— |
Ammunition (30/120) |
3. Martial Weapons
Martial weapons require class proficiency. See main design doc Section 3.2 for class proficiency tables.
3.1 Martial Melee Weapons
| Weapon |
Cost |
Damage |
Damage Type |
Weight |
Properties |
| Battleaxe |
10 gp |
1d8 / 1d10 |
Slashing |
4 lb |
Versatile |
| Flail |
10 gp |
1d8 |
Bludgeoning |
2 lb |
— |
| Glaive |
20 gp |
1d10 |
Slashing |
6 lb |
Heavy, Reach, Two-Handed |
| Greataxe |
30 gp |
1d12 |
Slashing |
7 lb |
Heavy, Two-Handed |
| Greatsword |
50 gp |
2d6 |
Slashing |
6 lb |
Heavy, Two-Handed |
| Halberd |
20 gp |
1d10 |
Slashing |
6 lb |
Heavy, Reach, Two-Handed |
| Lance |
10 gp |
1d12 |
Piercing |
6 lb |
Reach, Special (disadvantage vs. adjacent) |
| Longsword |
15 gp |
1d8 / 1d10 |
Slashing |
3 lb |
Versatile |
| Maul |
10 gp |
2d6 |
Bludgeoning |
10 lb |
Heavy, Two-Handed |
| Morningstar |
15 gp |
1d8 |
Piercing |
4 lb |
— |
| Pike |
5 gp |
1d10 |
Piercing |
18 lb |
Heavy, Reach, Two-Handed |
| Rapier |
25 gp |
1d8 |
Piercing |
2 lb |
Finesse |
| Scimitar |
25 gp |
1d6 |
Slashing |
3 lb |
Finesse, Light |
| Shortsword |
10 gp |
1d6 |
Piercing |
2 lb |
Finesse, Light |
| Trident |
5 gp |
1d6 / 1d8 |
Piercing |
4 lb |
Thrown (20/60), Versatile |
| War Pick |
5 gp |
1d8 |
Piercing |
2 lb |
— |
| Warhammer |
15 gp |
1d8 / 1d10 |
Bludgeoning |
2 lb |
Versatile |
| Whip |
2 gp |
1d4 |
Slashing |
3 lb |
Finesse, Reach |
3.2 Martial Ranged Weapons
| Weapon |
Cost |
Damage |
Damage Type |
Weight |
Properties |
| Crossbow, Hand |
75 gp |
1d6 |
Piercing |
3 lb |
Ammunition (30/120), Light, Loading |
| Crossbow, Heavy |
50 gp |
1d10 |
Piercing |
18 lb |
Ammunition (100/400), Heavy, Loading, Two-Handed |
| Longbow |
50 gp |
1d8 |
Piercing |
2 lb |
Ammunition (150/600), Heavy, Two-Handed |
| Net |
1 gp |
— |
— |
3 lb |
Special: Restrained condition on hit (STR DC 10 to escape). Large or smaller targets only. |
4. Ammunition
Ammo is tracked as a consumable. Players recover half their spent ammo after each combat (round down).
| Ammunition |
Cost (20 units) |
Used By |
| Arrows |
1 gp |
Shortbow, Longbow |
| Bolts |
1 gp |
Crossbow (light, heavy, hand) |
| Sling Bullets |
4 cp |
Sling |
| Blowgun Needles |
1 gp |
Blowgun |
| Darts |
5 cp each |
Darts (see Simple Ranged) |
5. Armor
5.1 Light Armor
Proficiency: Rogue, Ranger, Cleric (and Fighter by inheritance).
| Armor |
Cost |
AC |
STR Req. |
Stealth |
Weight |
| Padded |
5 gp |
11 + DEX mod |
— |
Disadvantage |
8 lb |
| Leather |
10 gp |
11 + DEX mod |
— |
— |
10 lb |
| Studded Leather |
45 gp |
12 + DEX mod |
— |
— |
13 lb |
5.2 Medium Armor
Proficiency: Fighter, Ranger, Cleric.
DEX bonus to AC capped at +2 for all medium armor.
| Armor |
Cost |
AC |
STR Req. |
Stealth |
Weight |
| Hide |
10 gp |
12 + DEX mod (max +2) |
— |
— |
12 lb |
| Chain Shirt |
50 gp |
13 + DEX mod (max +2) |
— |
— |
20 lb |
| Scale Mail |
50 gp |
14 + DEX mod (max +2) |
— |
Disadvantage |
45 lb |
| Breastplate |
400 gp |
14 + DEX mod (max +2) |
— |
— |
20 lb |
| Half Plate |
750 gp |
15 + DEX mod (max +2) |
— |
Disadvantage |
40 lb |
5.3 Heavy Armor
Proficiency: Fighter only.
Heavy armor grants no DEX bonus to AC. STR requirements must be met or movement is reduced (flavor only in bot context — apply -2 to DEX-based rolls as penalty).
| Armor |
Cost |
AC |
STR Req. |
Stealth |
Weight |
| Ring Mail |
30 gp |
14 |
— |
Disadvantage |
40 lb |
| Chain Mail |
75 gp |
16 |
STR 13 |
Disadvantage |
55 lb |
| Splint |
200 gp |
17 |
STR 15 |
Disadvantage |
60 lb |
| Plate |
1,500 gp |
18 |
STR 15 |
Disadvantage |
65 lb |
5.4 Shield
| Item |
Cost |
AC Bonus |
Proficiency |
Weight |
| Shield |
10 gp |
+2 |
Fighter, Ranger, Cleric |
6 lb |
A shield occupies the off-hand slot. Cannot be used with Two-Handed weapons.
6. Adventuring Gear & Consumables
These are available at Thom Krooke's shop or as dungeon loot.
6.1 Potions
| Item |
Cost |
Effect |
Notes |
| Potion of Healing |
50 gp |
Restore 2d4+2 HP |
Bonus action to drink in combat |
| Potion of Greater Healing |
100 gp |
Restore 4d4+4 HP |
Bonus action to drink in combat |
| Potion of Superior Healing |
500 gp |
Restore 8d4+8 HP |
Rare drop only; not in shop |
| Antitoxin |
50 gp |
Advantage on CON saves vs. poison for 1 hour / 3 combats |
— |
| Potion of Speed |
250 gp |
+1 attack per turn for 1 minute / 1 combat |
Rare drop only |
| Potion of Resistance |
300 gp |
Resistance to one damage type for 1 hour |
Type specified on item |
6.2 Utility Items
| Item |
Cost |
Effect |
| Rope, Hemp (50 ft) |
1 gp |
Enables Athletics checks for climbing/binding |
| Torch |
1 cp |
Removes darkness penalty in underground zones (future) |
| Thieves' Tools |
25 gp |
Required for Rogue lockpicking checks |
| Herbalism Kit |
5 gp |
Required for crafting basic potions (future) |
| Spell Component Pouch |
25 gp |
Required for Mage spells with material components |
| Holy Symbol |
5 gp |
Required for Cleric divine abilities |
| Arcane Focus (Staff) |
5 gp |
Alternative to Spell Component Pouch for Mage |
| Arrows (20) |
1 gp |
Ammunition |
| Bolts (20) |
1 gp |
Ammunition |
| Quiver |
1 gp |
Holds 20 arrows or bolts |
7. Magic Weapons (Base Templates)
Magic weapons drop from dungeon encounters and high-CR monsters. They use the mundane weapon as a base, then add a bonus and optionally a magical property. Attunement required for +2 and above.
7.1 Bonus Weapon Tiers
| Tier |
Attack Bonus |
Damage Bonus |
Rarity |
Attunement |
| +1 |
+1 to attack rolls |
+1 to damage |
Uncommon |
No |
| +2 |
+2 to attack rolls |
+2 to damage |
Rare |
Yes |
| +3 |
+3 to attack rolls |
+3 to damage |
Very Rare |
Yes |
7.2 Named Magic Weapons (Starter Set)
These are specific named items with unique properties. Each requires attunement.
| Item |
Base |
Rarity |
Bonus |
Special Property |
| Flame Tongue |
Longsword |
Rare |
+1 |
On hit: +2d6 fire damage. Command word activates flame (light source). |
| Sword of Wounding |
Shortsword |
Rare |
+1 |
On hit: target cannot regain HP until start of their next turn. |
| Frost Brand |
Greatsword |
Very Rare |
+1 |
On hit: +1d6 cold damage. Cold resistance while attuned. |
| Dagger of Venom |
Dagger |
Rare |
+1 |
Once per day: coat blade with poison. Next hit: +2d10 poison, CON DC 15 or Poisoned. |
| Bow of Speed |
Longbow |
Very Rare |
+2 |
Ignore Loading property on any crossbow. +1 attack per turn. |
| Mace of Smiting |
Mace |
Rare |
+1 |
On crit vs. construct: +2d6 bonus damage. |
| Staff of the Adder |
Quarterstaff |
Uncommon |
+1 |
Cleric/Ranger only. Bonus action: animate as snake (1d4 piercing, poison on bite CON DC 11). |
| Rapier of Puncturing |
Rapier |
Uncommon |
+1 |
On crit: target makes CON DC 13 or loses 2d4 HP at start of their next 3 turns (bleed). |
8. Magic Armor (Base Templates)
8.1 Bonus Armor Tiers
| Tier |
AC Bonus |
Rarity |
Attunement |
| +1 |
+1 to AC |
Rare |
No |
| +2 |
+2 to AC |
Very Rare |
Yes |
| +3 |
+3 to AC |
Legendary |
Yes |
8.2 Named Magic Armor (Starter Set)
| Item |
Base |
Rarity |
Special Property |
| Armor of Resistance |
Any |
Rare |
Resistance to one damage type (specified on item). Attunement. |
| Demon Armor |
Plate |
Very Rare |
+1 AC. Unarmed strikes deal 1d8 + STR slashing. Cursed: cannot be removed without Remove Curse spell. |
| Dragon Scale Mail |
Scale Mail |
Very Rare |
+1 AC. Resistance to one dragon damage type. Advantage on saves vs. dragons. |
| Elven Chain |
Chain Shirt |
Rare |
Treated as light armor for proficiency. No Stealth disadvantage. |
| Mithral Armor |
Medium or Heavy |
Uncommon |
No STR requirement. No Stealth disadvantage. No attunement. |
| Adamantine Armor |
Medium or Heavy |
Uncommon |
Any critical hit against wearer becomes a normal hit instead. |
| Spellguard Shield |
Shield |
Very Rare |
Advantage on saves vs. spells. Magic missiles cannot hit wearer. |
| Cloak of Protection |
— (Amulet slot) |
Uncommon |
+1 to AC and all saving throws. Attunement. |
9. Class-Weapon Affinity Matrix
Summary of which weapon categories each class can use with full proficiency:
| Weapon Category |
Fighter |
Rogue |
Mage |
Cleric |
Ranger |
| Simple Melee |
✅ |
✅ |
✅ |
✅ |
✅ |
| Simple Ranged |
✅ |
✅ |
✅ |
✅ |
✅ |
| Martial Melee |
✅ |
⚠️ Shortsword, Rapier, Scimitar, Longsword only |
❌ |
❌ |
✅ |
| Martial Ranged |
✅ |
⚠️ Hand crossbow only |
❌ |
❌ |
✅ |
| Heavy Armor |
✅ |
❌ |
❌ |
❌ |
❌ |
| Medium Armor |
✅ |
❌ |
❌ |
✅ |
✅ |
| Light Armor |
✅ |
✅ |
❌ |
✅ |
✅ |
| Shield |
✅ |
❌ |
❌ |
✅ |
✅ |
10. Carry Weight (Optional Mechanic)
If inventory weight is implemented, use these rules:
- Carry Capacity: STR score × 15 lbs
- Encumbered (> STR × 5 lbs): -10 to movement speed (flavor; -1 to DEX rolls)
- Heavily Encumbered (> STR × 10 lbs): -20 to movement; disadvantage on STR/DEX/CON checks
- Over capacity: Cannot move. Combat actions at disadvantage.
Recommended: implement carry weight as a soft warning only in v1. Hard enforcement deferred to future patch.
11. Go Data Structures — Equipment Extension
End of Equipment Appendix. Reference alongside gogobee_dnd_design_doc.md in all Claude Code sessions.