-
System Changes
-
Player-facing Changes
-
-
-
- Aganazzar's Scorcher
- Barkskin
- Crown of Madness
- Darkvision
- Find Traps (Detect Traps)
- Flame Blade
- Healing Spirit
- Heat Metal
- Lesser Restoration
- Melf's Acid Arrow
- Nystul's Magic Aura
- Pass Without Trace
- Rime's Binding Ice
- Rope Trick
- See Invisibility
- Tasha's Mind Whip
- Vortex Warp
- Web
- Wither and Bloom
- Show Remaining Articles (4) Collapse Articles
-
-
-
-
- Athlete
- Charger
- Cartomancer
- Defensive Duelist
- Dual Wielder
- Dungeon Delver
- Durable
- Dwarven Fortitude
- Fey Teleportation
- Fighting Initiate
- Grappler
- Great Weapon Master
- Healer
- Heavy Armor Master
- Mage Slayer
- Magic Initiate
- Martial Adept
- Medium Armor Master
- Metamagic Adept
- Piercer
- Revenant Blade
- Savage Attacker
- Sharpshooter
- Skilled
- Skulker
- Svirfneblin Magic
- Tavern Brawler
- Wood Elf Magic
- Show Remaining Articles (13) Collapse Articles
-
-
-
- Aarakocra
- Aasimar
- Bugbear
- Changeling
- Deep Gnome
- Elf
- Fairy
- Gnome
- Half Elf
- Harengon
- Human
- Lizardfolk
- Minotaur
- Satyr
- Shadar-Kai
- Simic Hybrid (Hybrid)
- Tiefling
- Triton
- Warforged
- Yuan-Ti
- Show Remaining Articles (5) Collapse Articles
-
-
DM-facing changes
Detect Find Traps
2nd level Divination
Casting Time: 1 action
Range: 120 feet
Component: VSM
Duration: Concentration (up to 10 minutes) Instantaneous
You sense the presence of any trap within range that is within line of sight. After this spell has been cast, for the duration you may spend an action to magically scan your surroundings again as if you were casting this spell for the first time, but its range is reduced to 30 feet. You can reduce the range of this spell’s subsequent scans below 30 feet, to a minimum of 5 feet, if you choose.
A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
At Higher Levels: When you cast this Spell using a Spell Slot of 3rd level or higher, its duration increases to 1 hour. Then, for each slot level above 3rd it increases by another hour.
Spell Lists. Artificer, Cleric, Druid, Ranger