Path of Blood-Fury

Those who take up the Path of Obliteration are imbued with an explosive rage. Be it through explosive sweat, fire, or spirit, these barbarians bring pure destruction through the power released by their wrath.

Explosive Rage

When you select this path at 3rd level, your rage allows you to perform powerful explosions. Once per turn while you are raging, you can have a creature or object you hit through a weapon or unarmed strike take extra damage equal to 1d4 + your proficiency bonus, with any hostile creatures within 5 feet of the attacked space, including you, taking half as much damage. This extra damage is fire or thunder; you choose the type of damage when you gain this feature.

This damage die increases as you progress in this class, increasing when you reach 6th level (1d6), 10th level (1d8) and 14th level (1d10).

You can also use this damage die, and its damage type, for your unarmed strikes while in a rage.

Volatile Physique

Also at 3rd level, your explosiveness has been imbued within your very muscles.

Explosion Adept

At 6th level, you gain resistance to fire and thunder damage while raging, and have advantage on saving throws against being blinded or deafened.

You also ignore resistances to the damage type associated with your Explosive Rage.

Volcanic Wrath

Starting at 10th level, your rage starts with a bang. Upon starting your rage, any creatures of your choice within 20 feet of you must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, they are pushed 10 feet away from you, and the ground within 20 feet of you is treated as difficult terrain until the end of your turn.

Until the start of your next turn, your movement speed is doubled, you have advantage on Dexterity saving throws, and your Explosive Rage has the range of its extra damage increase by 5 feet.

When you hit a creature with a melee attack, you can expend a spell slot to force them to make a Constitution saving throw (DC = 8 + your proficiency bonus + double the expended spell slot). On a failure, any spells affecting them ends. If there is no spells affecting them, they instead take 3d6 force damage, increasing by 1d6 for each spell level higher than 1st based on the spell slot you expended, up to a max of 6d6.

You can make such an attack once per rage.

Embody Destruction

At 14th level, you can destroy the very environment around you. When you take the Attack action on your turn, you can replace one of the attacks to bring forth a burst of explosions. You choose if this explosion manifests through a 15-foot radius centered on you, a 30-foot cone, or a 40-foot line that is 5-feet wide and 20 feet vertically high. Regardless of its size, any hostile creatures within this area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, they take an amount of damage equal to four rolls of your Explosive Rage die and fall prone. On a success, they take half damage and don't fall prone.

You can use this ability only once per rage.