Is there any alternative to adding an explosion force for 2D since it's not available. If not, does anyone know how to make it to where objects with a tag in a radius will be destroyed?

This is all I could do before I realized I didn’t know what I was doing…

using UnityEngine;
using System.Collections;

public class BombExplosion : MonoBehaviour
{
public float explosionDelay;
public float explosionRate;
public float explosionMaxSize;
public float explosionSpeed;
public float currentRadius;

bool exploded = false;
PolygonCollider2D explosionRadius;
public Rigidbody2D rb;

void Start()
{
	explosionRadius = gameObject.GetComponent<PolygonCollider2D>();
	rb = GetComponent<Rigidbody2D>();

}

void Update()
{
	explosionDelay -= Time.deltaTime;
	if (explosionDelay < 0) 
	{
		exploded= true;
	}
}

void FixedUpdate()
{
	if (exploded == true) 
	{
		if (currentRadius < explosionMaxSize) 
		{
			currentRadius += explosionRate;
		}
		else
		{
			Object.Destroy (this.gameObject.transform.parent.gameObject);
		}
		explosionRadius.radius = currentRadius;
	}
}

void OnTriggerEnter2D(Collider2D col)
{
	if (exploded == true) 
	{
		if(col.gameObject.rb != null)
		{
			Vector2 target = col.gameObject.transform
		}
	}
}

}

If you just want to destroy the objects, try using Physics2D.OverlapCircleAll(position, radius);

This function will return an array of all Collider2D objects it hit within the radius, and you can access their gameobjects.