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These are your domains.
Good Domain
Granted Power
You cast good spells at +1 caster level.
Good Domain Spells
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Holy Smite: Damages and blinds evil creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a good spell only.
Healing Domain
Granted Power
You cast healing spells at +1 caster level.
Healing Domain Spells
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
Heal, Mass: As heal, but with several subjects.
The +1 caster level, of course, means that you'll be treated as a cleric of one level higher than your actually cleric level for the purpose of determining how powerful a spell is. A level one healing cleric would heal 1d8+2 damage instead of 1d8+1 with cure light wounds.