The setting of my campaign begins with the players waking up and escaping after being experimented on. The experiments give them a tattoo that they will progressively discover, grants them exceptional abilities at a cost.
My general idea is the tattoos power increase with level and enables them to do greater feats with lower costs as they "train". It will also be a driver of the campaign (they'll receive visions and, at the beginning, the tattoos will threaten their lives).
I'm trying to come up with a system that will not be too unbalanced (note the penalty is always applied in full at the beginning of the third round):
- Levels 1 to 3. They don't have control over their abilities. I (the DM) control exactly when they use it and how. Usually to provide epic saves on predefined situations to build up the story. Penalty: unconcious for 5 minutes, 15% lost hit points.
- Level 3 to 7. They can invoke it once every rest and 24h period. It grants them triple proficiency bonus on all rolls in the turn, accumulable to any other bonus and single proficiency and advantage on the following turn. Penalty: Stunned for 3 turns, 15% lost hit points.
- Level 7 to 15. They can invoke it once every rest and 24h period. It grants them triple proficiency bonus on all rolls in the turn accumulable to any other bonus and an extra action on that turn with no penalties. They gain single proficiency and advantage the following turn. Penalty: Stunned for 2 turns, 20% lost hit points.
- Level 16 to 20: They can invoke it once every rest and 24h period. It grants them triple proficiency bonus on all rolls in the turn accumulable to any other bonus and an extra action on that turn with no penalties. They gain double proficiency and advantage on the following turn. Penalty: Stunned for 1 turn, 30% lost hit points.
The idea is: they can use it to power up and perform incredible feats but it will come with a cost and let them unprotected and weak afterwards so they have to think twice about using it and when. The power can be invoked at any time, even in the middle of a foe turn in order to provide, for example, a bonus for a saving throw.
This is my first game on 5e and I'm using the tattoo as the main story driver but I'm afraid the "powers" will unbalance the game. Two questions:
- Since all players receive this: Is this balanced across the different classes / races or will say a Wizard benefit a lot more than a warrior?
- Is this balanced in term of story line or will it make the players too powerful and hence they'll tend to dominate any fight I'll put them in? What worries me here is I can't prepare every encounter assuming they'll use it so, ideally, the presence of these powers may turn a hard encounter into a medium difficulty one, but it would be bad if a "deadly" encounter becomes an easy one after using the abilities, then it will likely be unbalanced.