Drop item based on die roll

How could I setup an array that would take the value of the die roll and drop an item that was setup for that value? ie: roll 1 - sword, roll 2 - axe roll 3 - knife ect… What I’m trying to do is at the end of each level I have the boss setup to bring the die screen up when the boss is killed, then the player clicks the die and whatever the die lands on the player will get that item. Here is what I have for the die script. Right now the player kills the boss and the screen pops up and I can click and roll the die.

using UnityEngine;
using UnityEngine.UI;
using System.Collections;

public class DiceRoll : MonoBehaviour
{
    public Sprite[] Dice;
    private bool isRolling;
    private float totalTime;
    private float intervalTime;
    private int currrentDie;
    private bool dieRolled;
    private int currentTotal;

    Image die;

    void Start()
    {
        die = GameObject.Find("DieImage").GetComponent<Image>();
        Init();
    }

    private void Init()
    {
        totalTime = 0.0f;
        intervalTime = 0.0f;
        currrentDie = 0;
        dieRolled = false;
        die.sprite = Dice[currrentDie];
    }

    void Update()
    {
        if (isRolling)
        {
            intervalTime += Time.deltaTime;
            totalTime += Time.deltaTime;

            if (intervalTime >= 0.1f)
            {
                //change die & rotation
                currrentDie = Random.Range(0, 6);
                die.transform.Rotate(0, 0, Random.Range(0, 360));

                //set image to selected die
                die.sprite = Dice[currrentDie];
                intervalTime -= 0.1f;
            }

            if (totalTime >= 2.00f)
            {
                isRolling = false;
                dieRolled = true;
            }
        }
    }

    public void DieImage_Click()
    {
        if (!dieRolled)
        {
            isRolling = true;
        }

        if (!isRolling)
        {
            Init();
            isRolling = true;
        }
    }

    public void PanelTestButton_Click()
    {
        GameObject panel = GameObject.Find("DiePanel");
        Animator animator = panel.GetComponent<Animator>();
        animator.Play("DiePanelOpen");
    }

    public void PanelOKButton_Click()
    {
        GameObject panel = GameObject.Find("DiePanel");
        Animator animator = panel.GetComponent<Animator>();
        animator.Play("DiePanelClose");
    }
}

What you want is a switch function, but then again I may just be saying that as I am a switch enthusiast.

Weapon[] Swords;
Weapon[] Bows;
Weapon[] Armor;

void GetItem (int result)
{
    switch (result)
    {
        case 0: return Swords[Random.Range(0, Swords.Length);
        case 1: return Bows[Random.Range(0, Bows.Length);
        case 0: return Armor[Random.Range(0, Armor.Length);
    }
}

I mean, you could ALSO do an array of arrays… but that’s no fun…

Weapon[][] weaponList = new Weapon[][] 
{
    new Weapon[] {sword1, sword2, sword3},
    new Weapon[] {bow1, bow2, bow3, bow4},
    new Weapon[] {armor1, armor2, amor3}
};

Weapon GetItem (result)
{
    return weaponList[result][Random.Range(0,weaponList[result].Length);
}