As an action, a creature can light a Barbarian Fireball and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind Barbarian Fireball together so they explode at the same time. Each additional Barbarian Fireball increases the damage by 1d6 (to a maximum of 12d6) and the burst radius by 5 feet (to a maximum of 20 feet).
Barbarian Fireball can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the Barbarian Fireball. After the set number of rounds goes by, the Barbarian Fireball explodes on that initiative.
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