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You didn't find low initiative to be a problem?
I have high initiative on all my other characters
Eldritch Knight fighter is also fun, because you get to use spells only for buffing yourself since you will dump intelligence. With jump feather fall and logstrider, all of them you can cast as ritual so you spend no spell slots, you get very mobile.
If you want to hit hard and do a lot of damage Paladin. Especially good if half orc. If you start using the parasite powers you can get a thing that trasform an attack into a critical hit, With hald orc you throw 3 times the dices instead of twice on crits, and with paladin you add smites. So potentially you deal a lot of damage in a very short time on a single target.
On top of that it's all radiant dealing extra damage on undeads and fiends.
Cleric is also fun, inflict wounds does 3d10 at lever 1, which is more than twice what most classes can do as damage.
Just keep in mind that your damage won't really come much from your melee strikes as opposed to your spells, but there's plenty opportunity to serve as a warmage that gets in close and takes hits away from squishier teammates - and Spirit Guardians, one of Cleric's premier spells, very much encourages you to get in the midst of the fight.
Not much tanky neither with average AC and HP
With Cure spells mostly useless (because good play is to annihilate enemies fast, then Rest, and cure with potions when needed) and only 4 party members, I think you'd better swap a Cleric for a mage/sorc or fighter type...
inflict wounds does 3d10 when casted with a level 1 spell slot, at level 5 with a 3rd level inflict wounds you do 5d10. Not to speak about spirit guardians AoE(3d8 per turn to every enemy that comes 3 meters from you, lasting 10 turns).
Spiritual weapon is a nice summon. This without even touching bonuses they can give as support.
You can also play minions, raise a zombie and build a zombie army.
Tempest clerics have a feature that allows to channel divinity and inflict maximum damage with every lightning based spell. This means a level 2 tempest cleric, level 5 sorcerer can wet enemies on a line and then quicken spell bonus action lightning bolt dealing 96 damage at every enemy on the line.
At level 2 tempest cleric, level 3 sorcerer it can bonus action create water and twin spell chromatic orb electricity level 2, dealing 96 damage to two opponents.
Both no save, no rng, in one single turn. Plus water and electricity will give electrocuted status effect.