Quote Originally Posted by Horatio@Bridge View Post
Does anyone have a build for Jorr and/or Trellora? I've been making recommendations of NPCs to use for them while they are with the party, or that the players should build the characters since they'll be running them, but it seems like it would be good service to provide at least a sample build.
From over here
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Spoiler: Jorr Natherson
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Medium Humanoid (human)
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Armor Class 16 (+1 studded leather armor)
HP 42
Speed 30 ft
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Str +0, Dex +3, Con +2
Int +1, Wis +2, Cha -1
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Saving Throws Str +3, Dex +6
Skills Animal Handling +5, Athletics +3, Medicine +5, Nature +4, Perception +5, Stealth +9, Survival +8
Languages Common, Goblin, Orc, Thieves' Cant
CR 3 (700 XP)
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Favored Enemy. Jorr gains a +2 bonus to damage rolls with weapon attacks against humanoids. He has advantage on Wisdom (Survival) checks to track humanoids, and on Intelligence checks to recall information about humanoids.
Natural Explorer. Jorr ignores difficult terrain. He has advantage on initiative rolls, and on attack rolls against creatures that have not yet acted (in the first round of combat). When Jorr travels for an hour or more, his group is not slowed by difficult terrain, and cannot get lost except by magical means. Jorr remains alert to danger even while engaged in another activity, such as foraging, navigating, or tracking. When Jorr travels alone, he can move stealthily at a normal pace. When he forages, he finds twice as much food as normal. When he tracks other creatures, he learns their exact numbers, sizes, and how long ago they passed through the area.
Wanderer. Jorr has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Primeval Awareness. Jorr has an innate ability to communicate with beasts, and they recognize him as a kindred spirit. By spending 1 uninterrupted minute in concentration, he can sense whether any humanoids are present within 5 miles. Their numbers, general direction, and distance in miles are revealed for each such group of humanoids.
Cunning Action. Jorr can take a bonus action on each of his turns in combat. This bonus action can be used only to take the Dash, Disengage, or Hide action.
Crossbow Expert. Being within 5 feet of a hostile creature doesn’t impose disadvantage on Jorr's ranged attack rolls.
Sneak Attack. Once per turn, Jorr can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn't have disadvantage on the attack roll.
Horde Breaker. Once on each of his turns when he makes a weapon attack, Jorr can make another attack with the same weapon against a different creature that is within 5 ft of the original target and within range of his weapon.
Spellcasting. Jorr is a 1st-level spellcaster. His spellcasting ability is Wisdom. Jorr knows the following ranger spells:
1st level (3 slots): alarm, hunter's mark, longstrider
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Actions
Dagger (melee) +6: 1d4+3 piercing
Dagger (thrown 20/60 ft) +8: 1d4+3 piercing
Heavy Crossbow (ranged 100/400 ft) +8: 1d10+3 piercing
Animal Empathy. Through sounds and gestures, Jorr can communicate simple ideas to a beast, and can read its basic mood adn intent. He learns its emotional state, whether it is affected by magic of any sort, its short-term needs, and actions he can take (if any)
to persuade it not to attack. He cannot use this ability against a creature that he has attacked within the past 10 minutes.


Spoiler: Killiar Arrowswift
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Medium Humanoid (elf)
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Armor Class 16 (studded leather armor)
HP 36
Speed 35 ft
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Str +1, Dex +4, Con +2
Int -1, Wis +2, Cha +0
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Saving Throws Str +3, Dex +6
Skills Animal Handling +4, Athletics +3, Investigation +1, Perception +4, Stealth +6, Survival +4
Senses darkvision 60 ft
Languages Elvish, Common
CR 2 (450 XP)
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Favored Enemy. Killiar gains a +2 bonus to damage rolls with weapon attacks against monstrosities. He has advantage on Wisdom (Survival) checks to track monstrosities, and on Intelligence checks to recall information about monstrosities.
Natural Explorer. Killiar ignores difficult terrain. He has advantage on initiative rolls, and on attack rolls against creatures that have not yet acted (in the first round of combat). When Killiar travels for an hour or more, his group is not slowed by difficult terrain, and cannot get lost except by magical means. Killiar remains alert to danger even while engaged in another activity, such as foraging, navigating, or tracking. When Killiar travels alone, he can move stealthily at a normal pace. When he forages, he finds twice as much food as normal. When he tracks other creatures, he learns their exact numbers, sizes, and how long ago they passed through the area.
Primeval Awareness. Killiar has an innate ability to communicate with beasts, and they recognize him as a kindred spirit. By spending 1 uninterrupted minute in concentration, he can sense whether any monstrosities are present within 5 miles. Their numbers, general direction, and distance in miles are revealed for each such group of monstrosities.
Colossus Slayer. Once per turn when Killiar hits a creature with a weapon attack, the target takes an extra 1d8 damage if it's below its hit point maximum.
Fey Ancestry. Killiar has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Mask of the Wild. Killiar can attempt to hide even when he is only lightly obscured by natural phenomena.
Spellcasting. Killiar is a 2nd-level spellcaster. His spellcasting ability is Wisdom. Killiar knows the following ranger spells:
1st level (3 slots): animal friendship, goodberry, hunter's mark
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Actions
Rapier (melee) +6: 1d8+4 piercing
+1 Longbow (ranged 150/600 ft) +9: 1d8+5 piercing
Animal Empathy. Through sounds and gestures, Killiar can communicate simple ideas to a beast, and can read its basic mood and intent. He learns its emotional state, whether it is affected by magic of any sort, its short-term needs, and actions he can take (if any) to persuade it not to attack. He cannot use this ability against a creature that he has attacked within the past 10 minutes


Spoiler: Trellarea NightShadow
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Medium Humanoid (elf)
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Armor Class 17 (studded leather armor, shield)
HP 25
Speed 35 ft
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Str +0, Dex +4, Con +2
Int +2, Wis +2, Cha +4
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Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, History +5, Nature +3, Perception +5, Performance +5, Stealth +5
Tools lute +5, lyre +5, viol +5
Senses darkvision 60 ft
Languages Elvish, Common, Sylvan
CR 1/2 (100 XP)
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Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. Trellara can use soothing music or oration to help revitalize her wounded allies during a short rest. If she or any friendly creatures who can hear her performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Bardic Inspiration. As a bonus action on her turn, Trellara can choose one creature other than herself within 60 feet who can hear her. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one weapon damage roll, ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Trellara can use this feature a 3 times. She regains any expended uses when she finishes a long rest.
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
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Actions
Rapier (melee) +5: 1d8+3 piercing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing


Spoiler: Sellyria Starsinger
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Medium Humanoid (elf)
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Armor Class 12 (hide armor)
HP 35
Speed 35 ft
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Str -1, Dex +0, Con +0
Int +2, Wis +3, Cha +2
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Saving Throws Int +5, Wis +6
Skills Animal Handling +6, Nature +5, Perception +6, Persuasion +5, Survival +6
Senses darkvision 60 ft
Languages Elvish, Common, Druidic, Sylvan
CR 5 (1800 XP)
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Fey Ancestry. Sellyria has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Sellyria can attempt to hide even when she is only lightly obscured by natural phenomena.
War Caster. Sellyria has advantage on Constitution saving throws that she makes to maintain concentration on a spell when she takes damage. She can perform the somatic components of spells even when she has weapons or a shield in both hands. When a hostile creature’s movement provokes an opportunity attack from her, she can use her reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Spellcasting. Sellyria is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Sellyria has the following druid spells prepared:
Cantrips (at will): guidance, mending, produce flame
1st level (4 slots): cure wounds, goodberry, entangle, speak with animals
2nd level (3 slots): animal messenger, enhance ability, flaming sphere, lesser restoration
3rd level (3 slots): call lightning
4th level (1 slot): control water
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Actions
Scimitar (melee) +3: 1d6 slashing
Longbow (ranged 150/600 ft) +3: 1d8 piercing
Wild Shape. Sellyria can magically assume the shape of a beast that she has seen before. This beast can have a CR of no greater than 1/2, and cannot have a flying speed. She can stay in a beast shape for 3 hours. She then reverts to her normal form unless she expends another use of this feature. She can revert to her normal form earlier by using a bonus action on her turn. She automatically reverts if she falls unconscious, drops to 0 hit points, or dies. Once she has used this feature twice, she cannot use it again until she has completed a short or long rest. This feature otherwise follows all of the rules for the Druidic Wild Shape ability.


Spoiler: Relivax the crocodile
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Large Beast
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Armor Class 15
HP 45
Speed 20 ft, swim 30 ft
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Str +3, Dex +0, Con +1
Int -4, Wis +0, Cha -3
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Saving Throws Str +6, Dex +3, Con +4, Int -1, Wis +3, Cha +0
Skills Athletics +6, Perception +3, Stealth +3
Languages n/a
CR n/a (is a class feature of Sellyria)
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Hold Breath. Relivax can hold his breath for 15 minutes.
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Actions
Bite (melee) +6: 1d10+6 piercing, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Relivax can't bite another target.


All credit should go to Draz74 for his amazing contribution and all the folks who also participated in the other thread.