Base Class: Barbarian
While all barbarians are known for their anger in battle, those who follow the Path of the Bomb can reach self-destructive levels of anger, hurting themselves so that they can hurt others. Most barbarians who follow the path of the bomb had problems with anger since they were very young, exerting a level of chaotic energy that would push them down the path to the blazing madness that this path entails. Most barbarians have a mote of this energy that just needs a little spark for them to become lost in the energy of self-destructive chaos, but those who have walked this path have an overwhelming amount of it. The vast majority of Path of the Bomb barbarians die in a blaze of glory, letting their anger rip themselves apart into a burst of raging energy, but this doesn't dissuade the hundreds of berserkers who walk this path, because that's just a part of the fun.
Level 3: Short Fuse
You can rage even when you normally wouldn't be able to. For example, you can continue to rage even if you are not consistently dealing damage. As a side effect, you take an amount of force damage that scales with your level, as shown in the table below:
Level I Damage per Turn
3 : 2
9 : 4
17 : 6
Level 6: Pain Tolerance
Because of the self destructive qualities of your path, you have built up a tolerance to damage. Once per long rest, as a bonus action, you can choose to give yourself advantage on one Strength or Constitution saving throw. You can also choose to give yourself advantage even without a long rest, but you will take [roll]1d12[/roll] plus your proficiency modifier in force damage every time you do so, with an extra 15 damage every time after you first give yourself second advantage.
Level 10: Explosive Waves
When you roll a 20 on an attack roll, you can also choose to add an extra 1d4 damage in a 50 ft radius circle. This damage can be fire, force, thunder, or bludgeoning damage.
Level 14: Burst of Glory
As an action, you can make an explosion of [roll]10d12[/roll] force damage in a 30 ft radius circle centered on yourself. If you are reduced to 0 hit points or die, the original damage you took is added on to the amount of damage everything else takes. This damage ignores all resistances, and can only be avoided if anyone in the circle succeeds a DC 25 Constitution saving throw. You can choose for the explosion to ignore all allies as a Bonus Action before you explode.
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