Militants are perhaps the purest example of a fighter’s art. Rather than training toward a specific set of weapons and armor, a militant trains with them all regularly, ensuring that they will be able to fight effectively in any circumstance with whatever is at hand. Militants are often found in mercenary companies where they might be standing on the front lines of a massed battle with banners snapping overhead one day and engaged in dirty back-alley violence the next. Others may be elite royal guards, and some are merely dabblers that ultimately decided to make their lack of focus an asset.
Your prior training taught you quite a lot, but still left gaps in your knowledge that you are determined to plug. At 3rd level, when you select this archetype, choose 4 rare weapons. You become proficient in them all. In addition you are also proficient with improvised weapons and your unarmed strikes do base damage of 1d4.
Also at 3rd level, you gain proficiency in the combat tradition of your choice.
At 7th level, you may perform any one of the following once on your turn without spending an action:
You may use this feature between attacks in the Attack action. For example you may make an attack with a longsword and shield against an adjacent enemy and then switch to a crossbow and fire at a distant one with your second attack.
At 10th level, select a feat to gain from the following list: Combat Thievery, Deadeye, Fear Breaker, Martial Scholar, Monster Hunter, Mounted Warrior, Natural Warrior, Powerful Attacker, Spellbreaker, Surgical Combatant or Swift Combatant.
At 15th level, the massive variety of different combat techniques you have learned allows you to pick out the occasional moment to strike with particular viciousness. Once per turn, when you hit with a weapon attack, you can choose to have the attack do additional damage equal to the number of combat traditions you know at least one maneuver from. Once you have used this feature a number of times equal to your proficiency bonus, you can’t do so again until you finish a short or long rest.
At 18th level you finally achieve a taste of the perfection you crave. You are proficient with all weapons, armor, and shields, and if you encounter a weapon you have never seen before (such as one from a level of technology different from your own), after a minute of practice, you are proficient with it. In addition, at the beginning of your turn, you may grant a weapon you are wielding one of the following properties until the beginning of your next turn: breaker, compounding, defensive (any), parrying, parrying immunity, thrown, vicious.