Wand, rare
This iron wand weighs 5 pounds. It has 7 charges and regains all expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand rusts away and is destroyed.
While holding the wand, you can use an action to expend 1 of its charges to magically increase the weight of a target that you can see within 30 feet of you. If the target is an object that isn't being worn or carried, its weight increases by a cumulative 100 pounds. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or become encumbered, reducing its speed by 10 feet. If the target is already encumbered (either naturally or as a result of this effect), it instead becomes heavily encumbered: its speed is reduced by 20 feet, instead of 10, and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. This effect lasts for 10 minutes; a creature affected by it can use an action to repeat the saving throw, ending the effect on itself on a success.
Creaking and groaning under its heavy haul, the corsair's ship idled patiently in the Ilridun port. Under careful watch by patrolling sailors, the ship was safe from trespass and danger.
Yet from the cliffs above came a gentle breeze, bearing on it a single feather. Silently, the feather drifted to a fro above the ship's deck before plummeting like an iron weight.
The creaking of planks became cacophonous, and the ship's precarious balance was lost. Before the crew could bail a single bucket, the ship's cargo—and a feather—drove it down and into the depths.
From above, the wizard Akmenos watched the cove claim its prize. Then, stowing his staff and wand, he began the climb down to rejoin his favorite keelboat.