Jsk School of Summoning

Eidolon Servant
At 2nd level, you can use an action and expend a spell slot to begin a 10 minute ritual. Once the ritual is complete, you magically summon an Eidolon that is bound to you. It appears in an unoccupied space of your choice within 5 feet of you.

The Eidolon is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Eidolon Servant stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the Eidolon, such as its colour, texture, or any visible effect. Your cosmetic choices have no effect on its game statistics.

In combat, the Eidolon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take an action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Eidolon can take any action of its choice (determined by the DM), not just the Dodge action.

The Eidolon remains until it is reduced to 0 hit points, until you use this feature to summon the Eidolon again, or until you die. Anything the Eidolon was wearing or carrying is left behind when the Eidolon vanishes.

Improved Eidolon
At 2nd level, you can choose two Eidolon Improvements from the list below, which alter your Eidolon's stat block. You can choose another two Eidolon Improvements at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th level. You cannot choose an Eidolon Improvement more than once, unless the Eidolon Improvement states otherwise. Furthermore, whenever you can choose additional Eidolon Improvements, you can choose one Eidolon Improvement that you have already chosen and replace it with another Eidolon Improvement that you can choose at this level.

Ability Score Improvement
The Eidolon gains a +2 bonus to one ability score of your choice. The Eidolon's ability scores cannot exceed 20 using this improvement. This improvement can be chosen a number of times equal to the total number of times you have gained the Ability Score Improvement (or Character Improvement) class feature.

Agile
The Eidolon's speed is increased to 40 feet. Furthermore, if the Eidolon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Eidolon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Antimagic Resistance
The Eidolon does not fall unconscious while inside the area of an antimagic field. The Eidolon also has advantage on saving throws made against the Dispel Magic spell if the spells intention is to incapacitate the Eidolon.

Arcane Strike
The Eidolon's attacks are magical.

Charge
If the Eidolon moves at least 15 feet straight toward a target and then hits it with a Strike attack on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a Strength saving throw (DC is 12 + your PB) or be knocked prone.

Elemental Resistance
The Eidolon is resistant to acid, cold, fire, poison, lightning, and thunder damage.

Freedom of Movement
The Eidolon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 10 feet of movement to escape from nonmagical restraints or being grappled.

Grappler
The Eidolon has advantage on attack rolls against any creature grappled by it.

Great Size
When you summon your Eidolon, you can choose for its size to be Medium or Large. A Large Eidolon deals an additional 2 damage when it uses its Strike action, but it's AC is reduced by 1.

Illumination
The Eidolon sheds bright light in a 20-foot radius and dim light for an additional 20 feet after that. You can turn this illumination on or off using an action as long as you are within 60 feet of the Eidolon.

Improved Critical
The Eidolon's attacks score a critical hit on a roll of 19 and 20.

Magic Resistance
The Eidolon has advantage on saving throws against spells and other magical effects.

Magical Focus
The Eidolon can be used as a magical focus for your spells as long as it is within 60 feet of you. Furthermore, when you cast a spell with an attack roll, the spell can originate from the Eidolon instead of you, as long as you can see the Eidolon and the target of your spell.

Martial Advantage
Once per turn, the Eidolon can deal an extra 1d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Eidolon that isn't incapacitated.

Mimicry
The Eidolon can mimic single sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check (DC is 12 + your PB).

Naturally Stealthy
The Eidolon makes Dexterity (Stealth) checks with advantage.

Rampage
When the Eidolon reduces a creature to 0 hit points with a melee attack on its turn, the Eidolon can take a bonus action to move up to half its speed and make a Strike attack.

Savage Attacks
When the Eidolon scores a critical hit with a melee weapon attack, it can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Siege Creature
The Eidolon deals double damage to objects and structures, and has advantage on Strength ability checks made to break mundane objects or structures.

Tough
The Eidolon's maximum hit points are increased by an amount equal to your Wizard level.

Uncanny Escape
When you or your Eidolon take damage, the Eidolon can use its reaction to magically switch places with you. The damage of the triggering effect is split evenly between you and the Eidolon as a result. If the damage cannot be split evenly, you can choose whether you or the Eidolon take the most damage. This ability can be used three times, and any expended uses are regained when you finish a long rest.