You gain the following benefits:
Ignore Loading and Ammunition. You ignore the Loading and Ammunition property of all ranged weapons. any ranged weapon that has the Ammunition property creates it's own ammunition but you have to have at least one piece of ammunition equipped. your ranged weapons load their own ammunition
Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with ranged weapons.
Main Equipped Weapon Rule. Whenever you choose equip a weapon, at maximum, you can only have 1 one-handed weapon per hand you have and 1 two-handed weapon per two hands you have but each hand you have cannot hold more than one weapon at a time.
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that is a one-handed weapon, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a one-handed weapon. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.
Whirlwind Strike. When you take the Attack action on your turn and attack with a weapon that is a two-handed melee weapon, you can make one extra attack with that weapon as a Bonus Action that hits all creatures (excluding you, your allies, and your party members) that are within that weapon's melee range. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.
Thrown Arms Master. Melee weapons that don't have the thrown property now have the thrown property for you. Also, melee weapons have a normal throw range of 80 feet and a long throw range of 100 feet. When you hit or miss something with a thrown weapon attack using a melee weapon, that melee weapon returns to your grasp like a boomerang at the end of your turn, even when something would prevent it from returning. Damage can be still done by that melee weapon.
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