I have compiled a list of patents that would be cool if added
1. Potent of feather falling. Allows the player to fall slower and take less fall damage. A normal potent of feather falling removes 36% (36% is equal to feather falling III enchantment) of all fall damage for 5:00. A "+" potent of feather falling removes 36% of all fall damage for 15:00. (I know the time is a large amount but how often are players falling from very high heights?) A "II" potent of feather falling would remove 72% (72% is equal to feather falling VI enchantment which is impossible to get) of all fall damage for 5:00 (if you combine feather falling II potent with max feather falling enchantment (IV) you will not take damage from falling at any height). To make this potent you need an awkward potent mixed with a feather.
2. Potent of blast protection. Gabriel N made a post on this awhile ago and I desided to give the affects of it. Blast protection potent would give a 25% (the reason this one is lower is because the recipe is very simple) damage reduction to all explosions for 10:00 Blast protection "+" gives a 20% blast protection for 20:00. Potent of blast protection "II" gives A 50% damage reduction for 10:00. Brewed with an awkward potent and gun powder.
3. Potent of mineing fatigue. The effect decreases attack speed by 10% × level, equivalent to the attack speed attribute decreasing by 0.2 x level. Time taken to destroy blocks is multiplied by 3 ^ level. Negative levels increase attack speed, but still act as level 2 with respect to mining. Note that attack speed decreases are purely visual. While afflicted, a player can still craft and ride entities as normal. The potent is made from a mundan potent and mixed with a fermented spider eye. Lasts for 1:00 at level I and for 2:00 at "+" and reduces
4. Potent of absorption. Absorption adds 3 golden hearts, additional health points per level to the player, displayed as yellow hearts above the normal health bar. If the player takes damage while under this effect, the absorption health points are depleted first, followed by the standard health points. Absorption health cannot be replenished by natural regeneration or other effects, and vanishes when the effect ends. Normal absorption adds 3 golden hearts for 10:00, absorption + gives 3 golden hearts for 15:00, absorption II gives 5 golden hearts for 6:00. Brewed using an awkward potent and an enchanted golden apple (it is better because it lasts longer than the normal enchanted golden apple)
5. Potent of health. Not potent of healing, potent of health. Similar to absorption but with normal hearts. Absorption hearts have special affects and can not be harmed by poison and naturally have the protection of diamond armor on them. However the potent of health will give red hearts instead of golden. The hearts will cooperate with the players armor, potent affects, enchantments, and the players saturation or hunger (the player can regenerate the hearts as long as the potent is active. Made from an awkward potent and a potent of health II (yes I am aware that this is the first potent that requires another potent to be made). Potent of health gives 3 extra hearts for 4:00, potent of health + gives 3 hearts for 6:00, and potent of health II gives 5 hearts for 4:00.
Im gonna be honest some of these are useless since it already exists. But the others are good
ik some of them are bad like feather falling and and blast protection sice the enchantment already exsists but the health, absorption, and mineing fateque are usefull in pvp
It's not too important that I say this, though the word you're looking for is "potions", as the word "potent" means to have the power to influence.