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Find Traps

Level 2 · Divination

  • AOE

Carried by cleric, druid, and ranger, Find Traps operates at the 2nd level of the divination school. Cast time: Action. Range 120 feet, components V/S, duration instantaneous. Effect: You sense any trap within range that is within line of sight.

Stat Block

Level
2
School
Divination
Casting Time
Action
Range / Area
120 feet
Components
V, S
Duration
Instantaneous
Ritual
No
Concentration
No
Classes
Cleric, Druid, Ranger
Material

Description

You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

Divination spells answer the questions adventurers ask: where is the enemy hiding, what does the artefact do, who set the trap. What makes Find Traps Divination is the spell answers a question the caster could not otherwise reach. 2nd-level slots become common enough that Find Traps can be cast in two or three encounters per long rest.

Class Fit

  • Cleric: Wisdom is the Cleric's casting stat, and the DC scales with proficiency bonus plus Wis modifier — Find Traps is castable at the Cleric's normal DC. 120 feet is enough range that Find Traps doesn't pull the caster forward.
  • Druid: Land Druids gain bonus circle spells by terrain; if Find Traps is already on the chosen terrain list, save the manual prep slot for something else. At 120 feet, Find Traps stays usable from the caster's typical positioning.
  • Ranger: Beast Master Rangers want spells that don't compete with the companion's command action. Find Traps earns its slot if it doesn't tie up the Ranger's turn. Find Traps reaches 120 feet, which lets the caster stay clear of the front line.
Cleric spellsDruid spellsRanger spellsDivination schoolLevel 2

Related Spells

Frequently Asked Questions about Find Traps

What level spell is Find Traps?
Find Traps is a level 2 spell from the Divination school. The classes that can prepare it: Cleric, Druid, Ranger.
What is the range of Find Traps?
From the caster's position, Find Traps reaches 120 feet.
What components and casting time does Find Traps need?
The cast: the components are V, S, taking the usual Action.
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Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/find-traps. Point a phone camera at this code to open the Find Traps page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.