With a flourishing sleight of hand, you conjure an illusory bejeweled dagger into your free hand. The blade is immaculate and polished, but sometimes reveals shadowy humanoid silhouettes in its reflection. This magic dagger lasts until the spell ends, or until you successfully hit a creature. Attack rolls are made with advantage until successful. It counts as a simple melee weapon with which you are proficient. It deals 5d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60).
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
The dagger's beauty captivates nearby creatures, potentially causing them to briefly revere the wielder. Up to six creatures of your choice within 30 feet who visually witness the spell being cast must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a 6th- or 7th-level spell slot, the damage increases to 6d8. When you cast it using a 8th- or 9th-level spell slot, the damage increases to 7d8.