Molly is @Molly-is-Robin
Concept: Molly, known as "The Dynamic Dame," embodies the cheerful and resilient spirit of the 60s sidekick, adapted for a fantasy world. Her "plump" figure is a testament to her grounded, hearty nature, making her approachable and lovable. With her blonde hair and iconic Robin-esque outfit, she's a beacon of hope and a supportive force for good. Her magic isn't just arcane; it's the power of encouragement, tactical brilliance, and a well-timed quip. She uses her barding skills to inspire her allies to heroic feats, always ready to leap into action with a "Holy Moley!"
Race: Human (Variant)
Ability Score Increase: +1 Charisma, +1 Dexterity, +1 Constitution
Skill Proficiency: Athletics
Feat: Sentinel (at 1st Level, reflecting her commitment to protecting her allies and controlling the battlefield like a true sidekick)
Class: Bard (College of Valor)
Hit Dice: 7d8 + (7 Con Modifier) = Average 7 4.5 + (7 * 2) = 31.5 + 14 = 45.5
Proficiencies:
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, martial weapons
Tools: Three musical instruments of your choice (Molly chooses a Whistle, Harmonica, and a set of "Bang-Zowie" symbols)
Saving Throws: Dexterity, Charisma
Skills: Choose any three (Molly chooses Acrobatics, Insight, Persuasion)
Ability Scores (Point Buy + Racial Bonuses + ASIs):
Strength: 10 (base) = 10
Dexterity: 13 (base) + 1 (racial) = 14
Constitution: 14 (base) + 1 (racial) = 15
Intelligence: 8 (base) = 8
Wisdom: 12 (base) = 12
Charisma: 15 (base) + 1 (racial) + 2 (ASI at 4th) = 18
Note: The ASI at 4th level was used to boost Charisma to 18.
Calculated Modifiers:
Strength: +0
Dexterity: +2
Constitution: +2
Intelligence: -1
Wisdom: +1
Charisma: +4
Proficiency Bonus: +3 (for 7th Level)
Hit Points: 8 (1st Level) + (6 5) + (7 2) = 8 + 30 + 14 = 52 (Assuming average of 5 for subsequent d8 rolls and +2 Con modifier)
Armor Class (Splint Armor & Shield): 17 (Splint) + 2 (Shield) = 19 (Molly's outfit would be flavored as this armor, perhaps reinforced for heroism)
Initiative: +2 (Dex Modifier)
Speed: 30 ft.
Saving Throws:
Strength: +0 (Mod) = +0
Dexterity: +2 (Mod) +3 (Prof) = +5
Constitution: +2 (Mod) = +2
Intelligence: -1 (Mod) = -1
Wisdom: +1 (Mod) = +1
Charisma: +4 (Mod) +3 (Prof) = +7
Skills:
Acrobatics (Dex): +2 (Mod) +3 (Prof) = +5
Animal Handling (Wis): +1
Arcana (Int): -1
Athletics (Str): +0 (Mod) +3 (Prof) = +3 (Racial proficiency)
Deception (Cha): +4
History (Int): -1
Insight (Wis): +1 (Mod) +3 (Prof) = +4
Intimidation (Cha): +4
Investigation (Int): -1
Medicine (Wis): +1
Nature (Int): -1
Perception (Wis): +1
Performance (Cha): +4
Persuasion (Cha): +4 (Mod) +3 (Prof) = +7
Religion (Int): -1
Sleight of Hand (Dex): +2
Stealth (Dex): +2
Survival (Wis): +1
Bardic Features:
Spellcasting: Molly is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She knows 10 spells from the bard spell list (4 Cantrips, 6 Spells up to 4th level).
Cantrips Known: Vicious Mockery, Blade Ward, Message, Minor Illusion
Spells Known (e.g.): Heroism, Cure Wounds, Thunderwave, Blindness/Deafness, Hold Person, Spirit Guardians (from Magical Secrets), Hypnotic Pattern, Counterspell (from Magical Secrets)
Spell Slots: 4 1st, 3 2nd, 3 3rd, 1 4th
Bardic Inspiration (d8, 4 uses/Long Rest): You can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d8. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one 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. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Jack of All Trades (2nd Level): You can add half your proficiency bonus (rounded down, +1) to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest (d6, 2nd Level): If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of a short rest, each of those creatures regains an extra 1d6 hit points.
Expertise (3rd Level): Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Molly chooses Athletics and Persuasion)
Athletics: +0 (Mod) + (3 * 2) (Expertise) = +6
Persuasion: +4 (Mod) + (3 * 2) (Expertise) = +10
Font of Inspiration (5th Level): You regain all expended uses of Bardic Inspiration when you finish a short or long rest.
Countercharm (6th Level): As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
College of Valor Features:
Combat Inspiration (3rd Level): When a creature has one of your Bardic Inspiration dice, it can roll the die and add the number rolled to a weapon attack roll or a damage roll it makes. Alternatively, when an attack roll is made against the creature, it can use its reaction to expend one of its Bardic Inspiration dice, adding the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Extra Attack (6th Level): You can attack twice, instead of once, whenever you take the Attack action on your turn.
Proficiency in Medium Armor, Shields, and Martial Weapons. (Already accounted for in Proficiencies)
Feats:
Sentinel: (From Variant Human racial feat)
When you hit a creature with an opportunity attack, its speed becomes 0 for the rest of the current turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Weapons:
Longsword:
Attack: +3 (Str + Prof)
Damage: 1d8 slashing (or 1d10 if used two-handed)
Light Crossbow:
Attack: +5 (Dex + Prof)
Damage: 1d8 piercing
Equipment:
Longsword
Light Crossbow with 20 bolts
Splint Armor (flavored as her heroic uniform)
Shield (emblazoned with a stylized "R" or a cheerful emblem)
Three musical instruments (Whistle, Harmonica, "Bang-Zowie" symbols)
Entertainer's Pack
Belt pouch with 15 gp
Personality and Background (Folk Hero - or perhaps a modified Urchin who rose to protect others):
Personality Trait: "I'm always cheerful, even in the darkest of times, and my optimism is infectious." or "I stand up for what's right, no matter the cost, especially for the underdog."
Ideal: "Justice. Tyrants and evildoers must be stopped, and the innocent protected."
Bond: "My friends are my family, and I would do anything to keep them safe."
Flaw: "I can be a bit naive and too trusting, always seeing the best in people." or "I have a flair for the dramatic, sometimes making a situation bigger than it needs to be."
Background Feature (Folk Hero - Rustic Hospitality): Since you come from the common folk, they see you as one of their own. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.