Today the character sheet for the Cleric from the Starter Set was unveiled.
Some big differences between the Cleric and Fighter.
WHOA! Hold the phone! At 4th level the Cleric gets a Constitution boost to 18! I think I might create a Dwarf Cleric with a 3 CON to start so my other stats can be huge, and then try to survive till waking up as uber-dwarf at 4th level. So much for limiting power creep. (It looks like it might be Dwarf related.) The dwarf already starts with Dwarven Toughness which gives a bonus hitpoint each level.
The Cleric is also wearing chain mail, and happens to have a shield. His AC is 18 vs the Fighter's AC of 17. I thought their -1 DEX mod was factored into AC, but that doesn't appear to be the case, and now it looks like chain mail might be AC +6 instead of +7.
Here's something interesting - this cleric cannot turn undead until second level. The skeletons and zombies are applauding that decision. Now they can be scary again. Sadly each undead has to save against the turning instead of a determination of how many are affected by a single roll. That will make a battle against large numbers take more time. Now they're scaring the DM.
Alternately, the cleric can heal people within 30 feet for small amounts.
These uses of Channel Divinity are not both usable in the same time frame so there is a choice to be made, do I turn the undead or heal my buddies by a couple points. This can only be used again after a short or long rest. (Since the Fighter can heal himself this means more possible healing for everyone else.)
I find challenge ratings annoying, and this character sheet mentions them when it talks about 5th level clerics being able to destroy undead.
Again, much of the oddball stuff has to be optional.