Wand of the Sea Witch
Wondrous item, rare (requires attunement by a spellcaster) Market Price: 1,000 gp This crooked wand is carved from driftwood and bound with seaweed and other various marine oddities. The wand has 4 charges, and regains 1d4 charges each dawn, so long as it has been submerged in salt water for at least 1 hour since the previous dawn.
Spells. While holding the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: black tentacles (2 charges), disguise self (1 charge), monsoon (3 charges), rend (3 charges).
Witch’s Steed. As an action, you can expend 3 charges to summon a Kelpie, which rises from the water in an unoccupied space within 30 feet. The kelpie serves you as a mount, both in combat and out. The kelpie disappears after 1 hour, when it is reduced to 0 hit points, or if you choose to dismiss it as a bonus action.
Wand of the Sea Witch
Source attribution and license
Silk Road's Guide to Seafaring, printed pages 188.