DMG2 has a step by step as well as an example. Here is a quick halfling cleric.
Pocket Healer - Level 1 Leader
small natural humanoid, halfling
Initiative +2, Senses Perception +3
HP: 24; Bloodied 12; Healing Surges 8
AC 16 (18 vs opportunity attacks); Fort 12, Refl 14, Will 16
Saving Throws +5 vs fear
Speed 5
Mace (standard, at-will) * Weapon
+7 vs AC, 1d8
Crossbow (standard, at-will) * Weapon
range 15/30; +7 vs AC, 1d8+2
Sacred Flame (standard, at-will) * Radiant
range 5; +5 vs Refl, 1d6+3 radiant damage, ally you can see chooses to gain 4 temp HP or make saving throw.
Divine Glow (standard, encounter) * Radiant
close blast 3; each enemy in blast; +5 vs Refl, 1d8+3 radiant damage. Effect: Allies in blast gain +2 power bonus to attack until end of next turn.
Healing Word (minor, twice per encounter)
Ally within 5 squares may spend a healing surge.
Second Chance (immediate interrupt, encounter)
When an attack hits pocket healer, force enemy to roll the attack again. The enemy uses the second roll, even if it's lower.
Alignment: Good; Languages: Common, Elven
Skills: Acrobatics +4, Insight +8, Religion +4, Thievery +4
Str 10 (+0), Con 12 (+1), Dex 14 (+2), Int 8 (-1), Wis 16 (+3), Cha 18 (+4)
Equipment: Chainmail, mace, crossbow, crossbow bolts (20), holy symbol