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But the serious answer is you have to spend ability score points on STR to be effective with most weapons or DEX to be effective with finesse weapons. Doing this means making choices between higher WIS (for more effective spells), higher CON (for more HP and melee survivability), and STR or DEX (for better beat stick beating).
Dump Str stat to 8 and use Giant potions instead, 1 per long rest.
Spirit guardians at level 5, that will be your melee concentration spell.
Get war caster Feat, so your concentration spells are hard to break by taking dmg.
I like to give mine the gloves of dexterity, after dumping their dex to 8, and giving them full plate, then they become fairly good arrow users, while concentrating on something like hold person, bless, spirit guardians, etc.
If you want a cleric that is very strong in melee, you need to multiclass or perhaps try war domain. They get an extra attack as a bonus action, at the cost of one of their channel divinity charges.
If you find yourself with a bonus action that you have no use for, try drinking a potion, or dipping your weapon in some poison or a candle.
Also Light is the best cleric class.
As already mentioned one of your best avenues for frontline is to use spirit guardians and beyblade around the batlefield
Clerics are not bad at just smacking the bad guys with the pointy end, of the casters they're probably the best at it because of the buffs and debuffs they can set up. It should never be their main focus though, rather a thing to fill air when spells arn't nessasary. General suggestion is to focus on finesse weapons and pump Dex to be your second-highest stat.
Aside from that you really just need str. You can sacrifice some wis for str and go with support spells, but at that point you may be better off going fighter or something.
what does speaking with the dead or necrotic touch or turn undead have to do with being a cleric?
It is from earlier D&D. Healing spells were part of the necromancy domain as a result of their manipulation of life energy.
Putting undead to rest, healing, and resurrection are "good" uses of necromancy.
Necrotic damage spells, raising undead, and life leech spells are "bad" uses of necromancy.
It depends on what you want to do with your Cleric and when/how you use them. If you want to be a front line warrior you want more str/dex and wisdom does not get maxed, if you want to support your party, higher wis/con helps so you land spells (on enemies, your friendly spells always land as best as I can tell) or don't break concentration. A lot of the clerics job is making others stronger and keeping them from falling as easily vice 'killing things'. That being said, Act 2 with a high wisdom cleric with spirit guardians and light/daylight spells is putting the region on easy mode with the click of a button (give them a certain mace and it gets REALLY easy cause it blinds that regions creatures).
Sounds like a stats issue. Care enough to share screenshots of character sheets and equipment?