Just confirming, was my turn forfeited? Or was there a typo?
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Just confirming, was my turn forfeited? Or was there a typo?
Rolls
Greatsword to hit - (1d20+5)
(3) + 5 = 8
Greatsword damage slashing - (2d6+3)
(43) + 3 = 10
Hex damage necrotic - (1d6)
(4) = 4

2. Gzizmix - 24/24
3. Core - 30/35
4. Hydra - -36/???
5. Malbor - 20/20
6. Vice - 13/21
7. 37 - 9/27
8. Mordacky - 30/30
The red tiefling charges in with his sword, attempting to slash at the hydra. As with his companions, he discovers its hide difficult to cut through, but he gets its attention.
The first time on each of your turns that you hit the favored enemy including when you mark it, increase that damage by 1d4 (1d6 at 6th level, 1d8 at 14th level)
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rolls
To hit - (1d20+6)
(3) + 6 = 9
Damage - (1d8+2+1d4)
(5) + (1) + 2 = 8

2. Gzizmix - 24/24
3. Core - 30/35
4. Hydra - -36/???
5. Malbor - 20/20
6. Vice - 13/21
7. 37 - 9/27
8. Mordacky - 30/30
Kleber’s arrow skips off the hydra and clatters off i to the distance.
He sends another Searing Touch and attack from his spiritual weapon against the hydra.
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You call forth a flaming hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with a flaming touch. On a hit, the target takes 1d8 fire damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
Using inspiration on Searing Touch
Rolls
Searing Touch - - (1d20+5, 1d8)
1d20+5 : (2) + 5 = 7
1d8 : (8) = 8
Spiritual weapon - (1d20+5, 1d8+3)
1d20+5 : (4) + 5 = 9
1d8+3 : (7) + 3 = 10
Inspiration Searing Touch - (1d20+5)
(12) + 5 = 17

2. Gzizmix - 24/24
3. Core - 30/35
4. Hydra - -45/???
5. Malbor - 20/20
6. Vice - 13/21
7. 37 - 9/27
8. Mordacky - 30/30
The hydra does a dance with the gnome’s spectral weapon, avoiding its assault. The fiery hand then catches it off guard, grasping the hydra in its clutches.
Hmm. Kleber is firing arrows as something front of him but there is nothing there. Gzizmix's spiritual hammer is attacking something there as well as him. Malbor is just standing around looking confused. Vice is slashing away at something in front of him too. 37 just threw a magic missile at something there too. Mordaky is slashing at something as well. He just can't recall why he has been bitten either.
So, Core thinks there is something there invisible. Core last round lost his Rage and reformed back to his normal self. Core draws his longsword out and is going to use it two handed.
Core misses with a 7.
Rolls
Disadvantage Longsword, Damage - (1d20+4, 1d20+4, 1d10+2)
1d20+4 : (3) + 4 = 7
1d20+4 : (13) + 4 = 17
1d10+2 : (10) + 2 = 12

2. Gzizmix - 24/24
3. Core - 30/35
4. Hydra - -45/???
5. Malbor - 20/20
6. Vice - 13/21
7. 37 - 9/27
8. Mordacky - 22/30
The hydra snaps its teeth at Core, but he quickly evades the bite. Next he slashes at Mordacky as he joins the fray, his claws catching the tiefling’s chest.
The second neck strains to grow, but the fiery hand pushes it back.
Rolls
Bite vs. Core, 9 dmg - (1d20+5)
(2) + 5 = 7
Claw vs. Mordacky, 8 dmg - (1d20+5)
(18) + 5 = 23
Range/Area: Self
Components: V, S, M(a copper piece)
Duration: Concentration, up to 1 minute
Attack/Save: WIS 13
Source: PHB, pg. 231
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
https://www.dndbeyond.com/spells/Detect%20Thoughts

2. Gzizmix - 24/24
3. Core - 30/35
4. Hydra - -45/???
5. Malbor - 20/20
6. Vice - 13/21
7. 37 - 9/27
8. Mordacky - 22/30
Vice is next with 37 on deck.
Rolls
Chakram w/ Sneak Attack - Attack - (1d20+3)
(3) + 3 = 6
Chakram w/ Sneak Attack - Damage - (1d4+1d6+3)
(4) + (6) + 3 = 13
Chakram (off-hand) - Attack - (1d20+3)
(1) + 3 = 4
Chakram (off-hand) - Damage - (1d4)
(4) = 4
Vice should not have quit his day job
Rolls
Chakram - Attack - (1d20+3)
(6) + 3 = 9

2. Gzizmix - 24/24
3. Core - 30/35
4. Hydra - -45/???
5. Malbor - 20/20
6. Vice - 13/21
7. 37 - 9/27
8. Mordacky - 22/30