Thematic...yet, customizable. Like, say...a Revenant Avenger who was slain with the rest of his monastery but was brought back by their deity to uncover the treacherous act and exact divine retribution? I ran 2 * 4e games from 1-30 and 3 more games 1-10. This was a game I ran via the Neverwinter rules of truncating the entire arc of 1-30 into 10 levels. This was 8 years before Ghost of Tsushima was released and it was very similar in touchstones (the story of the Mongol invasion of Japan being one of the most interesting stories in history to me...similar to Thermopylae).
This character was not bland.
This game was as thematically driven, potent, and focused as a D&D (and derivative or loveletter) game could ever be.
With Damning Secret they could see through foes or terrorize them with a stone-faced glare (routinely winning Social Skill Challenges or, particularly with the help of their partner PC - a Warlord - letting them reroll Intimidate 1/encounter, forcing a Bloodied Elite Brute/Soldier to surrender at a 60+ % clip) and Deliverance of Faith to make them extra beefy.
I feel badly for anyone who didn't, or couldn't (due to a mental model that couldn't pivot or whatever), experience 4e in its well-run glory. I ran two feudal Japan games in 4e (the other being Sengoku era). This one was particularly awesome.
Race: Revenant
Background: Vengeance
Class: Avenger
Theme: Sohei
BACKGROUND: VENGEANCE
In the final moments before you died, you witnessed a terrible act—an experience so profound that death could not claim you. Who wronged you and why? Were you murdered? Was a loved one harmed to get at you? How will you achieve the vengeance you desire? What will happen once you get it?
Associated Skills: Endurance, Intimidate
THEME: SOHEI
A sohei, sometimes called a yamabushi (“mountain warrior”) due to the usual site of farflung monasteries and shrines, is a monastic soldier trained as a temple guardian. Rather than focusing on intense religious instruction, a sohei receives training in meditation, body control, and martial techniques. Although devoted clergy of the same religion or sect might practice pacifism, a sohei warrior-monk does not.
The difference between a sohei and a fellow priest is type of duty. The warrior-monk looks out for the safety of the temple, allowing other priests to fulfill duties that are more spiritual. A sohei can also serve as the face of a religious order, going out into the world to spread the faith, strike against the temple's enemies, and seek objects and people important to the religion.
A sohei's superiors are figures higher in his or her religious hierarchy. Every sohei is a devoted combatant with mastery over preferred weapons, and each serves those higher in the hierarchy with obedience. As part of their service to the religion, they also learn to wield magical power. Often divine in nature, this power is a blessing of the sohei's commitment to a deity. However, legendary sohei—even those from the same religious sect—wield varying mystical capabilities.
A sohei can come from any walk of life. Children given into the service of a temple, whether orphans or nobles, can become sohei. Older initiates might be anything from outlaws to ronin. Requirements for becoming a militant priest include strength and willpower, as well as an abundance of energy and ambition that compels the individual to abandon the wholly meditative life.
An adventuring sohei frequently takes on a quest for his or her religious order. A few sohei go into the world to experience its mysteries, using worldly knowledge as part of a path to enlightenment. Other sohei, such as ronin, have been expelled from or have lost their temples. These wanderers search for a new purpose as much as any ronin does.
Sohei Starting Feature (1st level): You gain the sohei flurry power.
Sohei Level 5 Feature (5th level): You gain a +2 power bonus to Insight checks and Perception checks.
Sohei Level 10 Feature (10th level): You gain a +1 power bonus to saving throws against fear effects and effects that render you dazed, dominated, or stunned.
Damning Secret Insight Utility 2
Picking up on tiny tell-tale signs, you divine a critical weakness in your foe's determination.
Encounter
Standard Action Ranged 10
Trigger: You would make an Intimidate check against a target
Target: One creature that shares a language with you
Effect: You make an Insight check in place of an Intimidate check. The target gains the standard bonuses to its Will defense against Intimidate (+5 bonus if the target is unfriendly to the character, or +10 if the target is hostile).
Deliverance of Faith Religion Utility 6
You give of yourself in the belief that somewhere, something will give a little back.
Encounter
Minor Action Personal
Effect: You spend a healing surge but regain no hit points. You gain temporary hit points equal to your healing surge value.