The following items can be crafted using a poisoner's kit. To a skilled practitioner in the use of poison, these items are considered "common knowledge". Hence, no formulas are required, and the ingredients required to make these poisons can be easily acquired without raising much suspicion. The cost represents the standard purchase price of the final good. Crafting rules/times follow the common magic item crafting rules.  
Item Cost (gp) DC/Dice Description
Alforna 75 11/- [Injury] A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned (Strength) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success.
Basic Poison 25 10/1d4 [Ingested] A creature injected with this poison must make a DC 10 Constitution saving throw or take 2 (1d4) poison damage.
Bloodroot 100 12/- [Injury] A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned (Wisdom) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Brawler's Punch 50 11/- [Ingested] This poison has been designed to make a humanoid move faster and hit stronger for a short duration of time, but makes them more susceptible to disorientation. When ingested, the target must succeed on a DC11 Constitution saving throw. They can choose to fail this save. Then, for 5 rounds, the target gains advantage on all attack rolls they make. But, at the start of each of their turns, the target takes 1d6 poison damage. Also, while under the effects of the poison, the target suffers from disadvantage to Wisdom(Perception) checks. The target must make this save at the end of each of their turns. 
Cobras Eye 125 13/1d4 [Inhaled] A creature subjected to this poison must succeed on a DC13 Constitution saving throw or become poisoned for 1 minute. While poisoned, at the start of each of its turns, the creature takes 1d4 poison damage. 
Dancing Monkey Fruit 5 14/- [Ingested] A humanoid creature subjected to this poison must make a DC 14 Constitution saving throw or begin a comic dance that lasts for 1 minute. Humanoids that cannot be poisoned are immune to this magical effect.
The dancer must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws, and other creatures have advantage on attack rolls against it. Each time it takes damage, the dancing humanoid can repeat the saving throw, ending the dancing effect on itself on a success.
Once the dancing effect ends, the humanoid suffers the poisoned condition for 1 hour.
Dizzy Disease 30 9/- [Injury] This poison aims to heavily disorientate an opponent. When a creature is hit with a weapon coated in this poison, they must make a DC9 Constitution saving throw. On fail, the target suffers from disadvantage whenever they roll a d20. This effect lasts for 1 minute, and the target can make the save again at the end of each of its turns. 
Freezing Veins 70 10/- [Injury] A creature that takes damage from a weapon or ammunition coated with this poison must make a DC10 Constitution saving throw. On fail, they become poisoned for 1 minute. While poisoned, the creature is restrained. The creature may make a save at the end of each of its turns. 
Greenblood Oil 100 11/- [Injury] A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute.
Haluroot 25 9/- [Injury] A creature subjected to this poison must succeed on a DC 9 Constitution saving throw or be poisoned (Wisdom) for 1 minute.
Hanged Man's Luck 150 12/- [Ingested or Injury] This is used to paralyse an opponent for a brief period of time. The target must make a DC12 Constitution saving throw or be paralysed for 3 rounds. The target may make this save again at the end of each of its turns. 
Happy Drops 15 10/- [Ingested] This poison is designed to disorientate an individual and make them susceptible to suggestions. A creature that drinks this poison must succeed on a DC10 Constitution save or suffer from disadvantage on Wisdom(Insight) checks for 1 hour.  
Liquid Sleep 90 10/- [Injury] This poison is used to make its victims fall into a deep sleep. A target hit by a weapon coated with this poison must succeed on a DC10 Constitution saving throw, otherwise fall into a deep sleep for 8 hours, unless wakened. 
Shreef Oil 100 12/- [Injury] A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned (Dexterity, Strength) for 10 minutes.
Spider's Touch 40 10/2d4 [Injury] A simple yet potent poison, commonly used to coat blades and arrows. A creature exposed to this poison must succeed on a DC10 Constitution saving throw or take 2d4 poison damage, else no damage on success. 
Verminous Antidote 15 A creature that drinks this vial of liquid gains advantage on saving throws against poisons for 1 hour, so long as the source is a verminous beast (some kind of spider, snake, scorpion, or the like). This confers no benefits to undead or constructs.
Zabou 10 10/- [Inhaled] This poison is collected as a spore, not stored in a glass vial. When burst by an impact, the spore fills a 10-feet cube. Creatures within or entering the affected area must make a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, a creature’s skin itches. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.