Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Quartermaster

The quartermaster is a being of measure and versatility. They typically are well versed in the many forms that a weapon or piece of armor can take. A quartermaster is also a very prominent handyman, both on and off the battlefield. They are seen as well equipped for every circumstance they can think of and quick to adapt. Also, they tend to mix up their fighting against enemies to always keep them guessing.

Mobile Armory At 3rd level, you perform a ritual costing 25 gold in crafting materials to create a charm that allows you to access a pocket dimension that can hold a number of weapons, armor, and shields equal to your strength modifier + your fighter levels. You can draw a weapon from it as a bonus action but you must drop the weapon you are currently using in the hand you draw with. If an effect were to cause you to fall unconscious other than sleep for three hours or if your charm breaks, your connection to the dimension severs and all contents of the pocket dimension come spilling out. You must spend the gold to perform the ritual again before you have access to the pocket dimension once more.

High Quality Wares At 3rd Level, you gain proficiency in smiths tools and healer's kit. Healer's kits now restore your proficiency modifier in hit points with each use. Additionally, you learn the Mending cantrip.

Detect Weapons and Armor Beginning at 7th level, as an action, you choose to focus on your uncanny familiarity with the tools of your trade. In a 30 foot radius, you gain the supernatural ability to detect weapons and armor, but only for weapons and armor unfamiliar to you. Any weapons or armor that have been either around you for 24 hours or stored in your pocket dimension become familiar to you. This ability lasts for 10 minutes, uses your concentration, and you regain its use when you finish a long rest.

Versatile Fighter At 10th level, when you draw a weapon from your pocket dimension, you gain advantage on the first attack with that weapon. Additionally, when you finish a long rest, you may replace your current fighting style with another from the Fighting Style class feature.

Warfare Handyman Starting at 15th level, versatility is more of a readily available option. Mending has become an irreplaceable tool in your line of work. The cantrip now has a casting time of 1 action, has a range of 15 feet, and can be used to perform one of the following effects: It can repair a tear or break in an object that is no longer than 10 feet in one direction.

It can be used to grant a weapon have a untarnished, pristine edge. This grants a +1 bonus to attack and damage rolls for 1 minute. It can only be used on one weapon or 5 pieces of ammunition per use. You can only have 3 instances of this effect at a time.

It can be used to mend open wounds as well as objects. You can use this to heal 1 hit point from a creature. Only 10 instances of this effect can be used per long rest