I have five different gods in the village.
Moridian brought in by the dwarves
Pelor by the humans
Buhamut by the dragonborn
Melor by the elves/drow
and Kord, because he's friends with meridian and buhamut.
Im thinking I'm going to have the priests, the "high" priests, for each god be in charge, acting as a 5 person council.
Its going to be a small village with around 500 maybe. I know there will be an untrained militia. A human who use to adventure soul job in the village is to manage the militia but most people are farmers.
There is going to be a tiefling merchant in the town also. He is part of a bigger enchant family, just representing them in the small village of Stonehaven
500 people certainly does not count as a village any more, let alone a small one. That would be a town just short of becoming a small city.
How is your power structure on your world? Or more specific, to whom does the town answer and pay taxes? You said it is ruled by a council of clergy. That means that either the town belongs to the church (but they can't decide to which one, so they sorta have a truce in there), is free or the lord can't be bothered to live in there or elect someone who rules so the clergy stepped up.
As for buildings, as a town you certainly need a market place where the surrounding villages can sell their products and enough craftsmen to supply those villages with the basic stuff they need (a blacksmith for all the tools, a carpenter, maybe a mason and barrelmaker and likely a tanner). You should also add one or two more specified craftsmen to give the town an identity. That can include anything from candlemaker, over shoemaker to even a small glassblower or horse breeder) It also depends on what resources are near.
It would also have a wall, most likely a wooden one (don't forget to demand taxes when you want to enter for non citizens). If it is prosperous some of the streets around the market square and temple (or temples) might even be paved.
Much of the details depends on your decision of why there is a town in that location in the first place.
Is the land around it just so fertile so that the village simply grew and grew till it became a town? Is the location otherwise valuable, for example the only possible crossing of a river for miles so that control of that location is important? Is is in a very defensible position so more and more villagers flocked there when they felt threatened? Or is it in a very good trade location at the intersections of several highways or rivers?
This will set the tone of the village and determine how the people will view outsiders and what other buildings the town has.
As for the adventuring needs, you likely need a place where strangers can stay for a while (Inn), a place to equip them (blacksmith, tanner, temples, maybe an enchanter and at least some farmers to sell horses even if not the best ones). As for adventuring possibilities, a town of this size will likely have a few sheriffs but not enough of them if there is some unrest in the city. And they will likely still rely on drafted militia and would not have a standing garrison. Maybe they even rely on the churches for protection (clerics, paladins). Too bad when they start feuding...
A graveyard was already mentioned and don't forget that many town are build on the ruins of old ones.