Heralds that bear the message of freedom, liberators dedicate their lives to fighting against oppression and tyranny. They are the terror of slavers and the breakers of chains. Most of these heralds are solitary, but they have been known to form groups to fight against particularly powerful or numerous oppressors.
All liberators hold similar tenets, regardless of any master they serve.
Break Chains. Whether literal or metaphorical, free the innocent from the things that imprison them.
Destroy Oppression. Individual agents of oppression may be shown mercy, but oppressive leaders and systems may not. Tear down cruelty and corruption wherever you can find it. Destroy them utterly, and do not allow new oppressors to take their place.
Pragmatism. Don’t let the perfect be the enemy of the good. Sometimes compromises must be made for the sake of the greater good.
Equality. Freedom is for everyone, not just a select group of people. The only exceptions are those who would use their own freedom to deny it to others.
Justice. Brutal chaos where the strong dominate the weak is no freedom at all.
Add the movement school of magic to your list of herald spells.
At 3rd level when you choose this archetype, you gain the following two Channel Divinity options.
Chainbreaker. As an action you can destroy all nonmagical restraints in a 30 foot radius of yourself. Chains shatter, ropes untie, shackles break, cell doors crumble into rotted heaps, window bars snap off, etc. None of the restraints destroyed this way will ever work again, and attempting to reuse the materials in new restraints leaves them brittle and easily broken.
Mind Clearer. As a bonus action, select a number of creatures within 60 feet of you up to your proficiency bonus. If a chosen creature is blinded, charmed, confused, deafened, frightened, paralyzed, slowed, or stunned, those conditions immediately end. In addition, if the creature is dominated or supernaturally compelled in some way, those effects also end.
Also at 3rd level, you gain proficiency with the Adamant Mountain combat tradition and all weapons you wield are considered to have the Breaker property.
At 7th level, your Divine Smite becomes deadlier to oppressors. Choose a number of organizations up to half your proficiency bonus. Members of these organizations, plus any creature involved in the slave trade as a supplier or customer, any creature with the Evil alignment trait, and any Fiend all take an additional die of damage from your Divine Smite. You may change the chosen organizations when you complete a long rest.
At 15th level, you gain a burrow speed equal to your walking speed, and may tunnel directly through worked stone as if it were ordinary earth. You always leave a tunnel behind you as you go. This ability is supernatural and does not require you to have your hands free. Liberators are fond of using this ability to undermine the walls of prisons and strongholds belonging to tyrants.
At 20th level, you can become a shining beacon of freedom. You can use an action to shine the light of freedom so brightly that none can escape it. For one minute, you emit bright light to 100 feet and dim light for 100 feet beyond that. All creatures in the radius of your bright light are under a continuous freedom of movement effect and are immune to the stunned and petrified conditions, and if either of these conditions are present they immediately end. All restraints and imprisoning structures (even magical ones) in the area of your bright light immediately spring open. If a creature is blinded, deafened, paralyzed, or missing limbs (whether by injury or birth), those afflictions are immediately healed as if by a regenerate spell unless the creature does not wish for them to be. At the Narrator's discretion, other afflictions such as chronic pain, cancer, and so on are also healed.
Once you have used this feature, you cannot do so again until you finish a long rest.