General Feat

Detect Poison Feat

Nonmagical poison detection for 5.5e / 2024, 5e / 2014, Pathfinder 1e and D&D 3.5e.

A 1454 apothecary examines deadly nightshade while investigating possible poison among herbs, bottles and antidotes.
Detect Poison — recognising the physical signs of toxins before somebody drinks, touches or bleeds from them.
× A 1454 apothecary examining deadly nightshade for evidence of poison.

Detect Poison represents trained, nonmagical expertise in recognising the telltale signs of poison on weapons, objects, food and drink. It is the knowledge of the court taster, apothecary, investigator, caravan guard and experienced traveller who knows that a stain, residue, smell, discolouration or unnatural surface sheen can mean death.

Five-second answer: Detect Poison lets a trained character deliberately inspect something at close range for physical evidence of poison. It does not cast a spell, neutralise the toxin or automatically identify the exact substance.
Detect Poison — 5.5e / 2024
Category General Feat
Prerequisite Level 4+
Action Search Action
Range 5 feet
Object, Weapon, Food or Drink Wisdom (Perception), with Advantage
Poisoned Creature Wisdom (Medicine), with Advantage
Detection DC DC 10 obvious; DC 15 normal; DC 20 concealed; DC 25 expertly concealed
Uses At will

You are trained to recognise the physical signs that poisons can leave on objects, weapons, food, drink and living creatures.

When you take the Search Action to examine one object, weapon, container, portion of food or drink within 5 feet, make a Wisdom (Perception) check with Advantage.

When examining a creature for symptoms of poisoning instead, make a Wisdom (Medicine) check with Advantage.

Poison Detection DCs

5.5e Poison Detection Difficulty
DC Evidence
DC 10 Obvious. Strong odour, visible residue, obvious staining, crude application, damaged food or an openly coated weapon.
DC 15 Normal. The poison has been competently applied but leaves recognisable physical evidence under deliberate inspection.
DC 20 Concealed. The poison is diluted, mixed into food or drink, carefully applied or deliberately disguised.
DC 25 Expertly concealed. Only minute residue, subtle discolouration, unusual texture, masked odour or another difficult clue remains.
Success: You determine that poison is present or that the available physical evidence strongly indicates poisoning.
Failure: You find no convincing sign of poison. Failure does not prove that the item or creature is safe.
No detectable evidence: A poison that leaves no observable physical or physiological trace cannot be discovered with this feat alone.

Detecting poison does not automatically identify the exact toxin, reveal its saving throw DC, neutralise it or cure an affected creature.

Conversion note: This adapts the legacy feat to the 2024 rules without treating it as an official published 2024 feat.
Detect Poison — 5e / 2014
Type Feat
Prerequisite None
Action Action
Range 5 feet
Object, Weapon, Food or Drink Intelligence (Investigation) or Wisdom (Perception), with Advantage
Poisoned Creature Wisdom (Medicine), with Advantage
Detection DC DC 10 obvious; DC 15 normal; DC 20 concealed; DC 25 expertly concealed
Uses At will

You have learned to recognise physical evidence left by toxic substances.

As an Action, you may closely inspect one object, weapon, container, portion of food or drink within 5 feet.

Make an Intelligence (Investigation) or Wisdom (Perception) check with Advantage. The DM chooses the ability and skill that best fit the method of examination.

When examining a creature for physical symptoms of poisoning, use a Wisdom (Medicine) check with Advantage instead.

Poison Detection DCs

5e Poison Detection Difficulty
DC Evidence
DC 10 Obvious. Strong smell, visible coating, obvious residue, staining or other clear contamination.
DC 15 Normal. Ordinary poison that leaves recognisable traces when deliberately inspected.
DC 20 Concealed. The poison is diluted, carefully applied, mixed into strongly flavoured food or drink, or otherwise disguised.
DC 25 Expertly concealed. Only minute or deliberately obscured physical evidence remains.
Success: You determine that poison is present or recognise convincing physical evidence that the subject has been poisoned.
Failure: You find no convincing sign of poison. This does not establish that the subject is safe.
No detectable evidence: This feat is nonmagical. It cannot reveal a toxin that leaves no physical or physiological clue available to inspection.

Detecting poison does not automatically identify its exact name, effects, save DC, dosage or antidote.

Conversion note: This adapts the legacy feat to the 2014 rules without treating it as an official published 5e feat.
Detect Poison — Pathfinder 1e
Type General
Action Full-round action
Range 5 feet
Detection Check Perception
Detection DC DC 15 obvious; DC 20 normal; DC 25 carefully concealed; DC 30 exceptionally concealed
Exact Identification Craft (alchemy), separate check
Uses At will

As a full-round action, you may closely examine one object, weapon, portion of food, drink or container within 5 feet for physical evidence of poison.

Make a Perception check against the appropriate Detect Poison DC.

Poison Detection DCs

Pathfinder 1e Poison Detection Difficulty
DC Evidence
DC 15 Obvious. Clear residue, staining, strong smell, damaged food or crude application.
DC 20 Normal. A competently applied poison that can be recognised through deliberate close examination.
DC 25 Carefully concealed. Poison mixed into strongly flavoured food or drink, lightly coated on an object, diluted or deliberately disguised.
DC 30 Exceptionally concealed. The poison was prepared and placed by an expert and leaves only minute physical evidence.
Success: You determine that poison is present or recognise physical evidence consistent with poisoning.
Failure: You discover no convincing evidence. The examined subject may still be poisoned.
No detectable evidence: This feat is nonmagical. It cannot detect a poison that leaves no physical clue available to ordinary observation.

Identifying the Exact Poison

Detection and identification are separate tasks. After detecting poison, the GM may call for a Craft (alchemy) check to identify the exact substance.

Pathfinder Poison Identification DC
DC 15 Common and distinctive poison.
DC 20 Typical prepared poison.
DC 25 Rare, unusual or deliberately disguised poison.
DC 30+ Exotic, unique or supernatural toxin.
Conversion note: Pathfinder 1e does not use D&D 3.5e’s separate Search skill. This version therefore uses Perception for detecting physical evidence and Craft (alchemy) for specialist identification.
Detect Poison — D&D 3.5e
Type General
Action Full-round action
Range 5 feet
Check Search DC 20
Uses At will

You are exceptionally skilled at recognising the signs left by poison.

As a full-round action, you may examine an object, weapon, food or drink within 5 feet.

A successful DC 20 Search check reveals whether the examined subject has been poisoned.

This ability may be used at will.

Legacy rule preserved: The fixed DC 20, full-round action and 5-foot range are deliberately retained here. They are not silently replaced by the different DC structures used by the converted editions.

What Detect Poison Actually Does

Detect Poison is investigation rather than immunity. The feat helps a character recognise that something is dangerous before exposure occurs.

Depending on the substance and circumstances, warning signs might include unusual sediment, an oily film, crystalline residue, staining around a stopper, altered colour, a bitter or metallic smell, damage to organic material, abnormal corrosion, disturbed wax seals or traces left where a weapon was coated.

Characters should not be encouraged to taste unknown substances as a routine detection method. Examination is useful precisely because poison can be dangerous before its identity is known.

Detection Is Not Identification

Finding evidence of poison answers the immediate question: is this likely to be poisoned?

It does not automatically answer:

  • What exact poison is it?
  • How strong is the dose?
  • How quickly will it act?
  • What saving throw does it require?
  • What antidote will work?
  • Has somebody already been exposed?

Those questions belong to alchemical expertise, medical knowledge, specialist tools, further investigation or magic.

Detect Poison Feat vs Detect Poison Spell

The feat and the Detect Poison spell solve similar problems in very different ways.

The feat is mundane expertise. It requires close examination and depends upon evidence that a trained person could physically recognise.

The spell uses divination magic and can reveal poison without relying upon ordinary sensory clues.

That distinction keeps both options useful. A professional poison examiner can work repeatedly without expending magic, while a spellcaster can investigate cases where mundane evidence is absent, destroyed or deliberately concealed.

Examples in Play

The suspicious cup. A noble’s wine has an unusual sediment clinging to the inside of a silver cup. A character with Detect Poison deliberately examines it before anybody drinks.
The assassin’s blade. A captured dagger carries a nearly invisible film along one edge. The feat can reveal that the weapon has probably been treated with poison; identifying the exact toxin may require further expertise.
The sealed provisions. A caravan finds that one jar has been opened and resealed. The character can inspect the contents and container for signs of contamination before the food is distributed.
No physical trace. A perfectly concealed supernatural toxin leaves no stain, smell, residue or visible alteration. Detect Poison alone cannot manufacture evidence that does not exist.
Bittersweet nightshade fruits and foliage retained as a botanical reference for the Detect Poison feat.
Bittersweet nightshade — botanical reference. Image: Gab-Rysia / Pixabay .
× Bittersweet nightshade fruits and foliage.

Detect Poison in 1454

In the campaign present, poison detection belongs to practical professions rather than modern laboratories.

Apothecaries, physicians, herbalists, court servants, military quartermasters, hunters, professional tasters and investigators all have reasons to learn what contamination looks like.

The feat is especially valuable where food, drink and medicine pass through several hands before reaching an important person.

A prince’s household may employ servants specifically to watch kitchens and cellars. A merchant caravan may inspect suspicious water or provisions after travelling through hostile territory. An apothecary may be asked whether a patient’s medicine was altered after leaving the shop.

Adventurers encounter the same danger on a less orderly scale: poisoned locks, trapped containers, tainted wells, coated blades, contaminated provisions and gifts sent by people who expect hospitality to do the killing for them.

Useful Specialists

  • Court tasters — trained to inspect food, cups, serving vessels and preparation practices.
  • Apothecaries — recognise herbs, residues, preparations and suspicious combinations.
  • Caravan guards — inspect water, provisions and weapons after sabotage or theft.
  • Investigators — look for evidence that an apparent illness or sudden death began with deliberate contamination.
  • Hunters and herbalists — recognise dangerous plants, venoms and natural toxins encountered outside cities.

Optional Variable-DC Rule

An earlier version of the feat associated with Eric D. Harry’s Netbook of Feats used a difficulty tied more closely to the poison itself rather than the fixed DC 20 preserved by the later page.

A GM who wants poison detection difficulty to scale by substance may therefore replace the fixed DC with the poison’s own save DC, or use that value as a starting point before adjusting for concealment and available evidence.

This is an optional historical variant. It does not replace the default D&D 3.5e rule on this page.

Related Rules and Equipment

Detect Poison Feat FAQ

Is Detect Poison magical?
No. The feat represents training and observation. The Detect Poison spell is a separate magical method of discovering poison.
Can Detect Poison identify the exact toxin?
Not automatically. Detecting poison establishes that evidence of poisoning is present. Exact identification may require specialist alchemical or medical knowledge.
Can I use Detect Poison repeatedly?
Yes. The feat is usable at will. Its practical limitation is the time required to inspect each object, creature or sample rather than a number of daily uses.
Does the feat neutralise poison?
No. Detecting poison does not remove it, cure an exposed character or make handling the toxin safe.
Can the feat detect poison with no physical evidence?
Normally no. This is a nonmagical feat. If a poison leaves no observable physical or physiological clue, magical detection or another source of information is required.

Sources and Preservation Notes

The previous page credited Heroes of Fantasy, by August Hahn, Tim Hitchcock, Joseph Miller, Ian Sturrock, John Thompson, Paul Tucker and Patrick Younts, Mongoose Publishing, 2005.

The D&D 3.5e presentation above preserves the established feat mechanically: General feat, Search DC 20, full-round action, 5-foot range and at-will use.

The wording has been rewritten rather than reproducing the earlier text verbatim.

The 5.5e / 2024, 5e / 2014 and Pathfinder 1e panels are conversions designed to preserve the same character concept without mixing edition mechanics.

The earlier Netbook of Feats tradition attributed to Eric D. Harry is retained only as the optional variable-DC historical variant described above.

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