Dub-dub can feel a connection with the two beasts. Not wanting to harm them unless he has to, he leans on his quarterstaff like a cane and looks into their eyes. He whistles with a rattly, metallic quality to its sound, trying to get there attention.
As he begins to speak, the same clanky effect can be heard resonating in his calm voice.
"Aren’t you two a pair of beauties. You’re among friends here. Did those others lock you in? That was rude of them, wasn’t it?"[ +- ] The Bigger They Are
Starting at 3rd level, you can target a Beast or a Monstrosity when you cast Animal Friendship or Speak With Animals, provided that the creature's intelligence is 3 or lower.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your Spellcasting class.
[ +- ] Primal Connection
You can cast the Animal Friendship spell and the Speak With Animals with this trait, requiring no material components. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.
[ +- ] Animal Friendship
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, The Beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's Duration. If you or one of your Companions harms the target, the Spells ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can affect one additional beast level above 1st.
OOC:
Casting Animal Friendship at level two, hoping to charm both. DC 13 Intelligence save.