# Find Traps
*2nd-level, Divination*
- **Casting time:** 1 Action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
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](3-Mechanics/CLI/spells/alarm-xphb.md) or [Glyph of Warding](3-Mechanics/CLI/spells/glyph-of-warding-xphb.md) 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.
**Classes**: [Cleric](3-Mechanics/CLI/lists/list-spells-classes-cleric.md); [Bard (College of Lore)](3-Mechanics/CLI/lists/list-spells-classes-bard-xphb-college-of-lore-xphb.md "subclass=XPHB;class=XPHB"); [Bard](3-Mechanics/CLI/lists/list-spells-classes-bard.md); [Ranger](3-Mechanics/CLI/lists/list-spells-classes-ranger.md); [Druid](3-Mechanics/CLI/lists/list-spells-classes-druid.md)
*Source: Player's Handbook (2024) p. 273. Available in the Free Rules (2024)*