Summon Monster

When this spell is added to your spell list, choose 5 different monstrosities, beasts, fiends, or celestials whose CR can be no higher than half of your character level rounded down. Each monster must have an intelligence of 6 or lower. The summoner must have seen these creatures in person. These creatures make up your summoner pool. Each time you gain a level you may replace one creature in your summoner pool.
In order for a creature to be added to your summoner pool you must have seen that creature in person before.
When you cast this spell, roll 1d6. Gain that many summon points. Then you may summon any creature from your summoner pool using your summon points and the table below:
Challenge Rating	Summon Point Cost
0 cr 	2 Summon Points
1/8th cr 	3 Summon Points
1/4th cr 	4 Summon Points
1/2 cr 	5 Summon Points
1 cr 	6 Summon Points
2 cr 	7 Summon Points
3 cr 	8 Summon Points
4 cr 	9 Summon Points
5 cr 	10 Summon Points
6 cr 	11 Summon Points
7 cr 	12 Summon Points
8 cr 	13 Summon Points
9 cr 	14 Summon Points
10th cr 	15 Summon Points
Only three creatures can be summoned at a time by Summon Monster. If you cast this spell while other creatures are already summoned by this spell that you control, the spell fizzles and the spell slot is used. 
The summon creatures act on your initiative. You can issue a bonus action to command all of them to attack, defend, or another command that they can understand. Once a command is issued, the summoned monster acts on their own initiative using their standard action and movement each round to carry out the given order to the best of their ability. If they are not commanded or they complete their order the summoned monster defends themselves from threats until the spell duration expires or they are commanded again. 
Higher level spell slots: If you cast this in a 3rd level spell slot or higher, you may add 1d4 to roll for the summon points for each spell level above 2nd.