If you want to adjust the cleric class to better suit your own campaign and playstyle, then consider these variant dials.
If your campaign supports multiclassing, apply these modifiers to use the cleric as a multiclass option:
If you don't want deities to have a mechanical influence over your player's roleplaying choices, you may remove commandments, transgressions, and divine favor.
In addition, make the following change to the Divine Versatility feature.
When you finish a long rest, you may replace one of your known cleric cantrips with another cantrip from the cleric spell list.
If you want to make retraining a little more significant or costly for the cleric, try using these options.
To use your Divine Versatility or change your prepared spells, you must be in a safe sanctuary—such as a village, town, or city—where you are able to concentrate on your divine guidance.
To use your Divine Versatility or change your prepared spells, you must have access to appropriate facilities—a shrine or temple, prayer books, mentors and acolytes, etc.
This supplement emphasizes the use of long rests as a primary recovery mechanic. But if your campaign is more dependent on short rests, use these alternative rules.
Starting at 1st-level, you have one faith point. You regain all expended faith when you finish a short or long rest.
Starting at 6th-level, your maximum number of faith points increases from 1 to 2.