Base Class: Fighter
A slaver is master of subduing and capturing opponents utilising a range of weapons and abilities.
Capture and contain
Beginning when you choose this archetype at 3rd level, you learn the spell hold person and can cast is a 2nd level without material components once, you regain the ability to do so when you take a short rest, dexterity is your spellcasting ability Additionally you gain the benefits from the grappler feat.
Not done yet
Starting at 7th level, if you reduce a humanoid to 0 hit-points you can use your reaction to attempt to stabilise the creature, you have advantage on the medicine check. When the creature next becomes conscious you have advantage on intimidation and persuasion checks made against it for 1 hour.
overpower
Starting at level 10, you can add an extra 1d10 damage to restrained creatures. Additionally you can grapple as a bonus action if you have damaged the target this turn.
Lunge
Starting at 15th level, the range of the grapple attack if 5 ft, when you make a grapple attack that is not at melee range you use acrobatics instead of athletics for the attack.
Master of motivation
You gain expertise in intimidation and have advantage on intimidation checks, additionally you can use intimidation instead of persuasion checks.