Rod, rare
This walking cane features a duck's head on the top. While the cane is on your person, your body and clothes magically repel water and can't become wet. While holding the cane, you can use an action to speak its command word, which has a different effect based on how the cane is held.
As a Cane. You can stand on and move across any liquid surface as if it were solid ground until the end of the turn.
As a Club. The head of the duck snaps at a creature that you can see within 5 feet of you. The target must succeed on a DC 15 Dexterity saving throw or take 2d10 bludgeoning damage and be pushed up to 5 feet away from you.
As a Pointer. A 5-foot-square shield of wind whips up in front of you in the direction you pointed. Until you move, the shield of wind provides half cover against ranged weapon attacks to you and other creatures behind it.
As an Umbrella. A spectral umbrella appears from the tip of the cane. Until the cane is held differently, the area within 5 feet of you is protected from falling rain and similar precipitation. If you fall, the umbrella slows your fall; you descend at a rate of 60 feet per turn. If you were moving at the time you began to fall, you also move up to 30 feet horizontally in that direction.
Few things in nature baffle me so much as the duck. They swim, but without a swan's grace or a penguin's agility. They fly, but without a hawk's speed or an albatross's endurance. They call, but without a nightingale's beauty or a raven's cleverness. In all things, they come nowhere near the champions of birds.
And yet, in all things—their waddling gait, their hurried flight, their quacking call—they have become icons, beloved for oddity far more than others are loved for perfection.
Perhaps we have much to learn from ducks.