A semi-translucent, 8 inch spike is attached to the bottom of a melee bludgeoning weapon. When you stab a target with the spike, it detaches from the handle and connects a thin 5 ft long, intangible string back to the weapon, allowing you to attempt to drive the spike further in with a follow up attack. The spike is removed at the end of your targets turn, reappearing on the handle.
You can use your attack action to make a multi-attack against a single target. Once with the spike, and once with the weapon its attached too.
The first attack must use the spike end without adding your proficiency bonus to the attack roll (you can still add your dex/str bonus to the attack roll), it deals 1d4 piercing damage (no bonus damage from str/dex) and is considered a magical weapon.
The second attack must use the base weapon (as if it was any other attack with your weapon) and has two potential outcomes.
IF your spike attack HIT, the following base weapon attack is considered a magical attack and deals piercing damage instead of bludgeoning.
IF your spike attack MISSED, the following base weapon attack gets a -2 to hit and is not considered a magical attack.
If the target triggers a reaction attack while the spike is attached to them, your attack is considered a magical attack and deals piercing damage instead of bludgeoning.
(To make it easy to remember, you might want to make a custom attack on your action page so it shows up.)
(Go to action page, Click Manage Custom, under 'Add new actions' choose the weapon option, edit the custom action, set the activation type as Action and check the display as action box, then name it Spike Driver Multi-attack. This should be a good fix.)
Notes: Damage: Piercing, ttaching it to any melee bludgeoning weapon, Damage, Buff, Utility, Combat
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