Base Class: Fighter
The archetypal Weaponmaster uses variety of weapons during combat to ensure victory. Most adversaries are not able to keep up with the constantly changing weapons and techniques they are forced to face when in melee with a Weaponmaster.
*I designed the Weaponmaster, because the fact that you usually only use one or two weapons with a martial character annoyed me. Also this subclass should encourage the use of weapons that are rarely used.
** Not yet tested. Current build (1.0) probably slightly overpowered.
Man of Arms
Starting from 3rd level when you attack with a type of a melee weapon you have not yet attacked since the last time you rolled initiative, you add both strength modifier and dexterity modifier to the attack and damage rolls, instead of the usual ability modifier.
In terms of determining burden, you treat melee weapons as if they weigh half their actual weight.
Armed to the Teeth
Starting from 7th level if your hands are empty you can use your bonus action to instantly draw 2 melee weapons from their holsters. You can use this ability twice regaining all uses on a short or long rest.
To the Breaking Point
Starting from 10th level you have learned how to make a weapon give its all. When you attack with a melee weapon attack you can choose to double the weapons dice, If you do the weapon breaks beyond repair shattering to thousands of pieces.
One with the Weapons
You can use 2-handed weapons with only 1 hand and may use the 2-handed option for damage rolls of versatile weapons using only 1 hand.
Technique Adaptation
Starting from 18th level your speed to adapt is in a level of its own. You have resistance to all types of damage you have been damaged by in since the last you rolled for initiative.

Please let me know if you are trying my Weaponmaster and keep me posted on how it works for you.
Thanks.