Only a Wizard or Artificer may learn this cantrip, regardless of feats taken. Because of the nature of the flow of time, they are the only classes with the drive and ability to invest the time and magical energy required, and evolve their understanding of magic, to learn. (Regardless of homebrew rules, all Chronomancers are considered Wizards and able to learn this)
As a bonus action on your turn, you target one 5-foot area within range. You place a time bomb made of chronomatic energies in the area, visible only to you and creatures with Truesight. The DM rolls to determine after how many turns the spell activates, rolling 1d4-1. Any creature within a 10-foot cube of the bomb when it triggers must make an Intelligence saving throw. On a failed save, they take 1d4 force damage and their speed is reduced by half until the end of their next turn. On a successful save, they take half damage and are not slowed.
If a creature starts its turn in, or steps into, the space occupied by the bomb, the bomb will attach itself to the creature and reduce their speed by half until it explodes. When the Chronobomb explodes while attached to a creature, that creature takes 1d6 force damage, in addition to the area damage of the bomb. Once attached to a creature, the damage and speed reduction is unavoidable (though area damage can still be halved through a successful save), even if the creature goes to another plane, because the bomb is attached to their personal flow of time.
Only one Chronobomb may be active at a time, casting Chronobomb again immediately dispels any that currently exist by the caster. Chronobomb's area damage and attached damage increases at 5th level (2d4 area, 2d6 attached), 11th level (3d4 area, 2d6 attached), 15th level (4d4 area, 3d6 attached), and 20th level (5d4 area, 3d6 attached).
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