Well...
Based off the 3e versions...
Name: Hank Class: Ranger Alg: Lawful Good Lvl: 7
STR: 14 DEX: 17 CON: 15 INT: 10 WIS: 15 CHA: 18
AC: 19 HP: 49
Fighting Style: Archery
Archetype: Hunter
Skills: Athletics, Diplomacy, Perception, Stealth, Survival
Equipment: +3 Studded Leather Armor, +1 Ring of Protection, +1 Amulet of Natural Protection, Longsword,
Energy Bow: +2 Longbow which deals +1d6 extra damage. Can also shed light when it's drawn.
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Name: Eric Class: Fighter Alg: Neutral Good Lvl: 7
STR: 18 DEX: 13 CON: 14 INT: 13 WIS: 10 CHA: 9
AC: 18 HP: 57
Fighting Style: Protection
Archetype: Cavalier
Skills: Athletics, Intimidation, Stealth, Persuasion
Equipment: +2 Elvin Chain, Bag of Holding, Guantlets of Ogre Power,
Energy Bow: +2 Griffon Shield - Can use as weapon to bash for 1d8+7 dmg, can create a 10 foot sphere of force centered around user
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Name: Diana Class: Monk Alg: Lawful Good Lvl: 7
STR: 14 DEX: 17 CON: 16 INT: 13 WIS: 17 CHA: 11
AC: 18 HP: 56
Ki: 7
Archetype: Hunter
Skills: Acrobatic, Athletics, Stealth, Insight
Equipment: +1 Amulet of Natural Armor, Ring of Protection +1,
Javelin Staff: Can use Stunning Fist when thrown, can extend up to 20 feet, adds +5 to acrobatic checks, can attempt to trip with staff and if so gains an extra attack against that opponent. Counts as Monk Weapon.
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Name: Presto Class: Wizard Alg: Neutral Good Lvl: 7
STR: 11 DEX: 9 CON: 16 INT: 20 WIS: 15 CHA: 13
AC: 11 HP: 40
Archetype: Transmutation
Skills: Arcana, History, Investigation, Insight
Equipment: +1 Ring of Protection, Spellbook
Hat of Many Spells: Can be used as his Arcane Focus. Can be used to cause damage spells to cause 1/2 times more damage. If used in this manner there is a 35% chance of spell failure and a 35% chance that it acts as a wand of wonder instead.
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Name: Sheila Class: Rogue Alg: Neutral Good Lvl: 7
STR: 10 DEX: 18 CON: 17 INT: 14 WIS: 13 CHA: 15
AC: 19 HP: 48
Archetype: Thief
Skills: Acrobatics, Thieves tools*, Stealth, Sleight of Hand, Perception*, Deception
Equipment: +2 elfin mithral Chain shirt(light as leather), 2 rapiers
Cloak of Invisibility: cast invisibility 5 times per long rest. Cast Greater Invisibility 2 times between long rests.
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Name: Bobby Class: Barbarian Alg: Chaotic Good Lvl: 7
STR: 19 (12) DEX: 13 CON: 18 INT: 11 WIS: 8 CHA: 10
AC: 17 HP: 79
Fighting Style: Great Weapon Fighting (granted to him via blessing)
Archetype: Totem Warrior (actual animal in this case, a baby unicorn)
Skills: Animal Handling, Athletics, Intimidation, Perception
Equipment: +3 Hide Armor, Belt of Hill Giant Strength
Thunder Club: [Changes his above stats to AC 16 HP 93 STR 23 when carried], Does 1d10+11 damage, +2 Great Club, 3 times per long rest can strike the ground, every creature in a 30 foot line must make a DEX save vs. 20 or fall prone.
Uni (live animal totem) : AC 13 HP 31 Speed 40 feet Attack +5 Horn 1d4+1 generates protection from evil 10 foot radius. Can cast per long rest...
Must touch target with horn.
cure wounds (as 1st level spell) x3, cure wounds (as 3rd level spell), Teleport, neutralize poison
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Remember, these are not copy and pasted from the 3e stats for them, but MODIFIED and adapted to 5e from them.
Also...just for fun...also based off 3e stats
Name: Venger Class: Sorcerer Alg: Neutral Evil Lvl: 19
AC: 25 HP: 190
Immune to Poison. Has Saves in WIS, CONS, DEX, INT and CHA
In addition to spells
Arcane Fire - +7 - As a bolt of fire dealing 5d6 dmg +1d6 additional damage per spell level slot higher than 1st that he uses (up to a maximum of 14d6 damage).
Arcane power - He can change the shape of any spell he casts, he can also change it's element (so from Fire to Radiant or Ice for a Fireball...etc).