You summon an aberration of challenge rating 5 or lower. It appears in an unoccupied space that you can see within range. The aberration disappears when it drops to 0 hit points or when the spell ends.
The aberration is friendly to you and your companions for the duration. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the aberration, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the aberration doesn't disappear. Instead, you lose control of the aberration, it becomes hostile toward you and your companions, and it might attack. An uncontrolled aberration can't be dismissed by you, and it disappears 1 hour after you summoned it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
This is also designed to be used with the homebrew Summoner wizard tradition uploaded to D&D Beyond by AudibleShrug.
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