Clerics are so uniquely D&D (which is the first place I even encountered the word cleric.)
Righteous warriors.
Bane of the undead.
Healers of pain.
Fanatics! Zealots!... At least there's the potential for such flavor.
So MEDIEVAL. Oh how modern D&D has forgotten (more likely -- abandoned/disowned) it's gritty medieval roots -- too European. (Actually D&D is a mixture of Medieval Europe and American Sword & Sorcery.)
I can't imagine D&D without clerics.
I want no part of D&D without clerics.
The MACE is their weapon. What better to crush bone? And as skeletons are the foot-soldiers of evil...
The undead... turn them you say? Suppose turning undead merely held them at bay, slightly cowering, as if from a bright flash of light, not destroy or cause them to flee. Kind of like the old Hammer Horror movies such a notion is actually based on where turning is usually something you do as you are trying to flee.
Suppose, clerics simply did more damage to undead. Double damage. And this can even increase with levels. So, they're still a weapon and undead are still a threat. In B/X, skeletons are made obsolete as soon as you have a 2nd level cleric... that's no fun.
In my imagination, clerics will always explicitly be a Roman Catholic styled class. I know, specialty priests and all that. And what of weird D&D, Dying Earth as opposed to Medieval Europe? Well you do you. But, I like having the Church, and demons, and witches, and black magic, and plagues, and crosses. All built on top of the ruins of the ancient, weird stuff...
Sects devoted Saints, Angels, Apostles...
And yes, CROSSES, not generic, good guy, holy-symbol crap. Actual crosses. And blood spilled in the name of those crosses. Wars and inquisitions. Saints and sinners. Heretics! There is a reason demi-humans live in the shadows of man... with some plotting their violent return.
And no spells. Spells are the realm of black magic (though some wizards may beg to differ, speaking of formulas and such.) Just prayers. And no spell books... Holy Missals.
- Of note: We always treated cleric spell knowledge like magic-users, meaning, you knew what you knew and didn't get to pray for whatever spell you wanted that day. But, if you think about it, a cleric should be able to pray for anything at any time. Their "spells" are direct pleas to their God for help with a very specific problem. Why clerics have to prepare spells is beyond me, unless it involves making sure they have properly memorized a prayer, of which, looking at the real world, there are hundreds, all serving a different purpose. How much time spent to memorize all of those? Most people, who know any, only know a few.
I love the concept of a squad of clerics, all clad in plate and chain, coifs are a must as well as a common tabard, delving deep to purge the unholy. A medieval crew, not unlike this book: VAMPIRE$.
The type of flavor, devotion, and fanaticism I want, Warhammer does better, Sisters of Battle and such. It is up to you to un-bland D&D.
Just some ruminations as I scratched pen to paper.
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