For a DC-&-heals-focused first-life cleric, I would do something like this:
Code:
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Level 20 True Neutral Human Female
(19 Cleric \ 1 Wizard)
Hit Points: 278
Spell Points: 1379
BAB: 14\14\19\24
Fortitude: 14
Reflex: 5
Will: 21
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 14
Dexterity 8 8
Constitution 16 16
Intelligence 8 8
Wisdom 18 27
Charisma 8 8
Level 1 (Cleric)
Feat: (Selected) Empower Healing Spell
Feat: (Human Bonus) Maximize Spell
Level 2 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Level 3 (Cleric)
Feat: (Selected) Toughness
Level 4 (Cleric)
Ability Raise: WIS
Level 5 (Cleric)
Level 6 (Cleric)
Feat: (Selected) Extra Turning (swap for Spell Penetration later)
Level 7 (Cleric)
Enhancement: Cleric Radiant Servant I
Enhancement: Human Adaptability Wisdom I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Prayer of Smiting I
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Smiting I
Enhancement: Cleric Smiting II
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Wisdom I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Wand and Scroll Mastery I
Enhancement: Cleric Wand and Scroll Mastery II
Level 8 (Cleric)
Ability Raise: WIS
Level 9 (Cleric)
Feat: (Selected) Quicken Spell
Level 10 (Cleric)
Level 11 (Cleric)
Level 12 (Cleric)
Ability Raise: WIS
Feat: (Selected) Heighten Spell
Level 13 (Cleric)
Enhancement: Cleric Radiant Servant II
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Cleric Prayer of Incredible Smiting I
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Flame Manipulation I
Enhancement: Cleric Smiting III
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Wisdom II
Level 14 (Cleric)
Level 15 (Cleric)
Feat: (Selected) Spell Focus: Evocation (or Necromancy)
Level 16 (Cleric)
Ability Raise: WIS
Level 17 (Cleric)
Level 18 (Cleric)
Feat: (Selected) Greater Spell Penetration
Level 19 (Cleric)
Level 20 (Cleric)
Ability Raise: WIS
Enhancement: Cleric Smiting IV
Enhancement: Cleric Improved Spell Penetration I
Enhancement: Cleric Improved Spell Penetration II
Enhancement: Cleric Improved Spell Penetration III
Enhancement: Cleric Wisdom III
Enhancement: Cleric Wand and Scroll Mastery III
Enhancement: Cleric Wand and Scroll Mastery IV
Epic feats: epic Spell Penetration and another feat of your choice (like Greater Spell Focus).
The wiz splash is mostly for the extra metamagic and Force I enhancement (currently place-held by Fire); although free access to arcane wands (e.g., Blur, Invisibility, Stoneskin) and a few lvl 1 spells (esp. Master's Touch & Expeditious Retreat) are nice perks.
28-pt build: drop CON to 14 or STR to 10
Race: This works with any race, but you lose that extra feat. As you can see, I didn't include any heal amp, so that's not really an advantage here; APs are just too tight and if you're specced to heal tanks w/1,000+ HPs, you're certainly specced to heal yourself w/out heal amp, IMHO. [An elven version could take Arcanum I enh to make up for the pt of Spell Pen lost from the wiz splash, but since you're losing a feat it's a wash at best.]
The Spell Focus feat will let you Twist in Conjuration Specialist from Magister for +3 DCs and Precise Casting from Draconic for another +1; for the third Twist, Piercing Spellcraft from either for +3 Spell Pen. [You'll need 18 Fate pts to unlock that many Twists, though, so it'll be a while.] If you dropped Toughness and rejiggered the feat list, you could have SF/GSF/ESF:Evocation, though I would only do that once you had all your HP gear.
Extra Turning gets you 4 more bursts / auras, which is quite helpful; later on you should have enough gear than you don't need it anymore and can swap for Spell Pen before taking GSP.
Enhancements can be tweaked depending on circumstances - e.g., less Spell Pen or W&S Mastery for more Smiting - but you get the gist of the build, I think. At low lvls you focus on heals & buffs, but don't forget your CC spells (Command, Sound Burst); w/Master's Touch you can also wield any 2H weapon (or go S&B). At mid-lvls, your caster DPS improves (e.g., Divine Punishment, Flame Strike, Blade Barrier), so you'll rely on them more; don't forget your AOE CCs like Greater Command and Cometfall.