Jack, Nela, and Ian are able to attune to the magic weapons in their possession in the time it takes to sail to Magda's island.
Quicksilver Sword of Crashing Waves
Magic weapon (requires attunement)
The bearer may use a bonus action to change the form of the weapon to any other simple or martial melee weapon. It always counts as a silvered weapon no matter what form it takes.
Once per short rest, when the wielder crits with this weapon, the target and all creatures within 5 feet of it (other than the bearer) must roll a DC 12 Constitution saving throw or be knocked prone by a wave of concussive force.
Purple Tentacle Whip
Rod, rare (requires attunement)
This rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute.
Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Trident of Fish Command
melee weapon (trident, martial)
Damage: 1d6 Piercing
Item Rarity: Uncommon
Properties: Range, Thrown, Versatile 1d8
Range: 20/60
Weight: 4
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast
Dominate Beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
In addition to beasts, this particular trident can be used to dominate dragon turtles.