Here's 3 5th Level Characters made with this sheet that you absolutely should have for your campaign.
The Cleptomaniac
http://www.enworld.org/forum/rpgdownloads.php?do=file&fileid=1837
This little girl is terribly misunderstood. She comes from the Manywelts family and is currently on wonderlust seeking something interesting to do. After all, that's all Kender want, interesting experiences. In her down time, she is often found in jail - she's seen many wonderful (and not so wonderful) jails - as they make for interesting lodging (you hear about all sorts of things not to do and why you should do them).
"So what if I had your dagger when you needed it most. I'm not a thief! You dropped it, and 'when you needed it most,' I had it - for you! How ungrateful. Now, back to the map: it makes perfect sense! You travel that way to the town where I met a guard with apprehension towards Kender and he cuffed me to a tree while he ran-off after someone else - but he dropped his keys somehow. I knew he would need them so I uncuffed myself and was about to look for him, but you see, he was gone. So I put the keys and cuffs in my pouch for safe keeping in case I ran into him again. Well, anyway, that's what the cuffs on the map mean. From there you look for the road with the -- where are you going?"
When adventuring, her strengths lie in her inability to experience fear and her uncanny ability to acquire objects. This does not mean she lacks a sense of self preservation - she will not blunder into the jowls of a drooling dragon (surely death must be an interesting experience, but there are so many more things to do before THAT).
Tactically, she is a distraction. Attack, taunt, pick-pocket, hide, attack, taunt, pick-pocket, hide, etc. If there are other interesting things going on, such as traps, hazards, locks, or the like, usually she will mess with those during combat as well to "help."
The Medic
http://www.enworld.org/forum/rpgdownloads.php?do=file&fileid=1838
This healing priest of Pelor has heard his calling beyond the Church and ventured to do a greater good in the service of his God. He is currently searching for the next cause - an expedition of righteousness - to which he can devote his healing services in hopes of strengthening the reputation and faith of Pelor. In the meantime he is often found in clinics and wards providing his services.
"You do not need to convert to Pelor, child. I'm not here to cause you strife or insult your faith. Just close your eyes and rest while Pelor's power mends your body. If you find spiritual comfort in this as well, feel free to come to me and I'll tell you of my god and what he can do for your mind, body, and soul. Do not be alarmed by the objects and what I do with them, they are required to channel Pelor's power to heal you, and will not harm you. That would be *chuckle* counter productive."
When adventuring, his strengths lie in his healing ability. He prefers to focus maintaining his companions' health and well being. Should his companions be quite adept to surviving, then he can demonstrate Pelor's wrath with Searing Flames, Spiritual Weaponry, and a fearsome knowledge of healing so powerful he can use it to un-heal - Inflict Wounds.
After such encounters, he will often gather his companions and conduct religious services to heal them. During these services, he teaches of Pelor and his scripture. Sometimes his companions listen, sometimes they do not - but they always seem to respect the service and ensure newcomers pay the same respect. It is a small price to pay to stay alive. For more immediate needs (or if his capability to channel Pelor is quite exhausted) he carries a Healer's Kit for a more mundane, pragmatic approach to heal. This is what he lives for and what he is currently seeking. This is his calling.
The Playwrite
http://www.enworld.org/forum/rpgdownloads.php?do=file&fileid=1839
This bard of wit and lore is a playwrite between works - and currently adventuring for inspiration to write his next piece. In his down time - such as evenings at the inn - he earns his room and board by entertaining (and rarely has trouble closing the deal to do so). His performances often incorporate illusions and conjured props which make the crowd feel like he was actually present when the tale occurred:
"It was (Prestidigitation to produce a pendant of a frog) this very charm - a simple frog - that was given to his love, inspired a war (Minor Illusion for clashing weapons and armor), created a woman hero, and martyred a man who became a god. I will wait for everyone to grab a drink and a loaf - and relieve thyselves of natural burdens *chuckle*. Return to me in 10 minutes and I'll tell you the tale of 'Sigilo and Anna.'"
When adventuring, his strengths lie in his stage training where he has become quite proficient with a sharp sword and a sharp tongue - though he prefers the rapier to blade for it's ideal utility in staged duels; and his witty retort to song for its ability to dishearten and inspire. However, he has recently opened back up to his musical training with the discovery of a magic ocarina which intensifies his potency to influence through music, but occupies his sword-hand and inspirational words rendering his Rapier and Bardic Performance useless. While it has drawbacks, it is a utilitarian option - particularly to avoid combat.
After an encounter or moment of intensity, those that venture with him often think him off, or mad, as he has a tenancy to repeatedly mutter to himself or utter strange combinations of odd words and waver his hands at unseen objects or people over and over again. What his companions do not realize is the bard is recalling the events in his head and formulating the tale: the best way to tell it, what to embellish, what to change, and what to omit. This will continue until the party takes a rest and he is able to write these words down. If more events occur before he has this opportunity, he can become abrasive and irritable to mundane annoyances, "Quit bothering me, sir. Can't you see I'm busy? (Busy doing what? He's just riding a horse.)" Too much and he's been known to stop the entire expedition to sit by a tree for an hour and record his thoughts.