Freedom is a pretty popular value, though it's one that can manifest in varied, sometimes even opposing ways depending one peoples' perspective on it (see: American History). In a place like the Underdark, tyrannical regimes like Menzoberranzan (did I spell that correctly? No clue) might inspire a desperate faith in the notion of being free from oppression. But "Freedom" might also be something someone craves to be unshackled by obligations to others or to uphold a sense of shared moral responsibilities (the "how dare you take my freedom to murder and maim as I wish?" attitude).
I imagine most people would lean more toward the positive sides of Freedom, but it is a deep and complex concept that can be really interesting to explore.
Let's talk subclass features:
Domain Spells:
1st: Expedition Retreat, Jump
2nd: Knock, Misty Step
3rd: Fly, Gaseous Form
4th: Dimension Door, Freedom of Movement
5th: Passwall, Tree Stride
Some real solid spells, especially early on, that Clerics don't normally get. I think Misty Step and Fly are both potentially fantastic, and Freedom of Movement is one of those spells that can start to be absolute life savers when you're fighting giant monsters that like to swallow party members (we actually fought one last night in my Wildemount game, though I didn't have the material component to make a Tasha's Bubbling Cauldron full of Oil of Slipperiness, so instead I nuked the thing with a 6th level Conjure Minor Elementals and a 5th level Scorching Ray).
Level 3:
Invoke Liberty:
You can use an action and channel divinity to affect any allied creatures in a 30-foot emanation, allowing them to end one of the following of their choice: Frightened, Grappled, Paralyzed, or Restrained. They can then use their reaction to move up to their speed without provoking opportunity attacks. When you hit Cleric level 9, you can add Charmed and Petrified to the list.
This is quite good - while you might not frequently have more than one ally to help with this, it's going to handle a lot of problems you might encounter. Furthermore, at level 9, getting to clear Petrification is kind of massive, because that would normally take a Greater Restoration. You're not going to use this every combat, but it'll be nice when you need it. Note, though, that you are not in your Emanation unless it states otherwise, so you can't use this on yourself.
Unencumbered Grace:
While not wearing armor, your base Armor class is equal to 10 + Dex + Wis. You can still benefit from a Shield along with this.
There' more, but let's unpack this: It's going to be hard to reach the AC you normally can with just a +2 to Dex as a Cleric this way. If you start off with a +3 to Wisdom and +2 to Dex, this is going to give you 15 (or 17 with a Shield,) but while Clerics don't start off with Scale Mail anymore, you could pretty easily get your hands on some, which would give you 16. Really, if we want to lean into this, we need to try to start off with a +3 to Dexterity, and then unless we can get Bracers of Defense, we're going to still fall behind if we find any +X armor. So... it's ok, but nothing that exciting.
You also get proficiency in Acrobatics, or if you already have it, Expertise.
Acrobatics is one of those skills that I think really varies. If your DM lets people kind of pick between Athletics and Acrobatics to, say, jump over a gap or climb something, this is great. But I find that if you're really strict about what each is used for, Athletics comes up far more.
Level 6:
Unstoppable:
Your movement is unaffected by Difficult Terrain. You also get proficiency in Dexterity saving throws, or if you already have that, you can pick a different saving throw to gain proficiency in.
This is nice. Dex is one of the most common kinds of saving throws, and as a Cleric, you already have Wisdom, which is another. The Difficult Terrain thing is nice, but will of course depend a lot on the encounter. Not the most exciting 6th level, but the Dex save this is quite impactful.
Level 17:
Avatar of Freedom:
As a bonus action, you can manifest a 30-foot emanation that surrounds you for 10 minutes (ends if you become incapacitated, or if you choose to end it for some reason). It grants the following:
When an ally enters the emanation of starts their turn there the first time on a turn, their speed increases by 30 feet until the end of their next turn.
Note that we don't get this benefit. But one thing that's kind of interesting is that if an ally enters the emanation and then ends their turn there, then starts their next turn in the emanation, they should get a 60-foot speed bonus because the first one didn't end yet. I seriously doubt this is the intention, but a 30-foot speed boost to your party could be helpful, though they'll outrun you if you're trying to run as a group. (You could cast Expeditious Retreat on yourself if you want to keep up.)
The movement of allies within the Emanation is unaffected by Difficult Terrain.
Again, situationally great, but if most of your fights don't involve difficult terrain, this won't do antyhing.
Allies within the emanation have Advantage on Dexterity checks.
Weirdly, this might come up more outside of combat. Using this could give you a sort of poor man's Pass Without Trace. Otherwise, it could help people escape grapples or restraints. For DMs: if the party is on a storm-rocked ship or crumbling temple roof, would you call for Acrobatics checks or Dexterity saving throws to keep them from falling? Because this only affects the former.
Once you use this ability, you can't do so again until you finish a short or long rest.
I think the short rest rescues this - I'm surprised it doesn't instead let you recharge it with a spell slot of, say, 5th level or higher. But at least you can do it more than once per day. However, I don't see using this outside of combat because of this restriction.
I also feel like it would be nice if this benefited us as well as our allies.
Overall Thoughts:
There are plenty of things here to recommend it, but I find some of the design here frustrating: so many features neglect to actually help the Cleric themselves. Perhaps a little revision would fix this right up.
That said... is it... kind of boring? Like, I'm not really feeling super inspired by any of these features - maybe speeding up all our allies could be fun... but... yeah, I just think this is one of those solid but kind of forgettable subclass options.
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