Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Ring of Evasion
common
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
Show
Notes:
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.
Harengton Spirit Club
common
Fuzzytale Farm from the Chef as a Reward (EVENT REWARD)
DDAL LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
Show
Notes:
Event Reward, Harengorn Spirit Club (cannot be traded, only one active reward per character at any give time)
This knotted club houses the spirit of a harengon.
While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until the next dawn.
Instrument of Scribing
common
Dreams of the Red Wizards - We're All in This Together
Dreams of the Red Wizards - We're All in This Together
Show
Notes:
Wondrous item, common
This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.
Tankard of Sobriety
common
CCC-PRIORY-01 Maritime Mayhem
Service Rewards S12c
Show
Notes:
Wondrous item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
Dagger +1
uncommon
Level 5 Magic Item
Rebuild
Show
Notes:
Weapon (Dagger), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Wand Of Magic Missiles
uncommon
Xvarts Village
CCC-WWC-01 In the Face of Fear
Show
Notes:
This wand has 7 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Gloves of Thievery
uncommon
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
Show
Notes:
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Wand of Web
uncommon
In Silky's cave
DDAL LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
Show
Notes:
Wand, uncommon (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
+1 Shortsword
uncommon
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
Show
Notes:
Weapon, uncommon
Martial weapon, melee weapon
2 lb.
1d6 Piercing
Finesse, Light
Mastery: Vex
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
+1 Battleaxe
uncommon
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
Show
Notes:
Weapon, uncommon
Martial weapon, melee weapon
4 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Topple
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Scimitar of Warning
uncommon
Traded
Trade Log
Show
Notes:
Weapon, uncommon (requires attunement)
Martial weapon, melee weapon
3 lb.
1d6 Slashing
Finesse, Light
Mastery: Nick
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Bag of Tricks (Grey)
uncommon
Next of the Alpha Peryton
CCC-GHC-BK1-09 Scavengers
Show
Notes:
Bag of Tricks (Gray)
Wondrous item, uncommon (requires attunement), Table F
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
d8 | Creature
1 | Weasel
2 | Giant Rat
3 | Badger
4 | Boar
5 | Panther
6 | Giant Badger
7 | Dire Wolf
8 | Giant Elk
The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.
Boots of Striding and Springing
uncommon
DDHC-TYP-4 - White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Stone of Good Luck
uncommon
DDHC-TYP-4 - White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ordine Sage’s Robes (Robe of Useful Items)
uncommon
Cesar Sozay corpse
CCC-Tarot-01-01 Awakeing of Fates
Show
Notes:
This Robe of Useful Items has silk patches of various shapes covering it.
While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.
Once the last patch is removed, the robe becomes an ordinary garment.
It has patches for the following:
• a dagger
• steel mirror
• 10 ft. pole
• 50 ft. hempen rope
• a riding horse (mechanical in nature, otherwise the same)
• 4 potions of healing
• a 1st level spell scroll (Detect Magic)
• a bag of 100 gp
This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.
+1 Longsword
uncommon
Traded
Trade Log
Show
Notes:
Weapon (Dagger), rare
Simple weapon, melee weapon
1 lb.
1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery: Nick
Weapon, uncommon
Martial weapon, melee weapon
3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
+2 Rhythm-Maker's Drum
rare
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
Show
Notes:
Wondrous item, instrument, rare (requires attunement by a bard)
3 lb.
While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
Knave's Eye Patch
rare
DDHC-WDH-7
Service Rewards S12c
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this eye patch, you gain these benefits:
You have advantage on Wisdom (Perception) checks that rely on sight.
If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
Sun Blade
rare
DDHC-CCM The Canopic Being
Service Rewards S12c
Show
Notes:
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Chain mail +1
rare
DDHC-TYP-4 - White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Heavy armor, rare
You have a +1 bonus to AC while wearing this armor.
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
The wearer has disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Evasion | common | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
Notes:
Ring, rare (requires attunement) |
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Harengton Spirit Club | common | Fuzzytale Farm from the Chef as a Reward (EVENT REWARD) | DDAL LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | Show | ||
Notes:
Event Reward, Harengorn Spirit Club (cannot be traded, only one active reward per character at any give time) This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until the next dawn. |
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Instrument of Scribing | common | Dreams of the Red Wizards - We're All in This Together | Dreams of the Red Wizards - We're All in This Together | Show | ||
Notes:
Wondrous item, common This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours. |
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Tankard of Sobriety | common | CCC-PRIORY-01 Maritime Mayhem | Service Rewards S12c | Show | ||
Notes:
Wondrous item, common This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. |
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Dagger +1 | uncommon | Level 5 Magic Item | Rebuild | Show | ||
Notes:
Weapon (Dagger), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Wand Of Magic Missiles | uncommon | Xvarts Village | CCC-WWC-01 In the Face of Fear | Show | ||
Notes:
This wand has 7 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Gloves of Thievery | uncommon | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
Notes:
Wondrous item, uncommon |
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Wand of Web | uncommon | In Silky's cave | DDAL LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | Show | ||
Notes:
Wand, uncommon (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. |
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+1 Shortsword | uncommon | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
Notes:
Weapon, uncommon Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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+1 Battleaxe | uncommon | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
Notes:
Weapon, uncommon Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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Scimitar of Warning | uncommon | Traded | Trade Log | Show | ||
Notes:
Weapon, uncommon (requires attunement) Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. |
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Bag of Tricks (Grey) | uncommon | Next of the Alpha Peryton | CCC-GHC-BK1-09 Scavengers | Show | ||
Notes:
Bag of Tricks (Gray) d8 | Creature The creature is friendly to you and your companions, |
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Boots of Striding and Springing | uncommon | DDHC-TYP-4 - White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. |
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Stone of Good Luck | uncommon | DDHC-TYP-4 - White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Ordine Sage’s Robes (Robe of Useful Items) | uncommon | Cesar Sozay corpse | CCC-Tarot-01-01 Awakeing of Fates | Show | ||
Notes:
This Robe of Useful Items has silk patches of various shapes covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. It has patches for the following: • a dagger • steel mirror • 10 ft. pole • 50 ft. hempen rope • a riding horse (mechanical in nature, otherwise the same) • 4 potions of healing • a 1st level spell scroll (Detect Magic) • a bag of 100 gp This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide. |
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+1 Longsword | uncommon | Traded | Trade Log | Show | ||
Notes:
Weapon (Dagger), rare Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
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+2 Rhythm-Maker's Drum | rare | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
Notes:
Wondrous item, instrument, rare (requires attunement by a bard) As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. |
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Knave's Eye Patch | rare | DDHC-WDH-7 | Service Rewards S12c | Show | ||
Notes:
Wondrous item, rare (requires attunement) While wearing this eye patch, you gain these benefits: You have advantage on Wisdom (Perception) checks that rely on sight. |
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Sun Blade | rare | DDHC-CCM The Canopic Being | Service Rewards S12c | Show | ||
Notes:
Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Chain mail +1 | rare | DDHC-TYP-4 - White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
Notes:
Heavy armor, rare You have a +1 bonus to AC while wearing this armor. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. |