Frost Arrows. All of Ashe's Frost Bow attacks deal an additional (4) 1d8 cold damage and that creature's movement speed is reduced by 10 feet until the end their next turn (this does not stack in a single round)
Multiattack. Ashe makes two attacks with her Frost Bow and can use Hawkshot if available.
Frost Bow. Ranged Weapon Attack: +9 to hit, range 150 ft., one target. Hit: 8 (1d8 + 4) piercing damage and (4) 1d8 cold damage.
Hawkshot. (Recharge 5-6). Ashe fires a hawk spirit from her bow in one direction. This grants Ashe and her allies sight in a 30 ft. radius around the arrow. This sight ignores ful cover but not invisibility.
Enchanted Crystal Arrow (Recharge Short or Long Rest). The creature closest to Ashe in an infinitely long, 5 ft. line must make a Dexterity saving throw or take 5d10 (30) cold damage and be stunned for the time depending on the distance the creature is from Ashe.
5ft. - DC20 - Until the end of Ashe's turn
<=30 ft. - DC15 - Until the end of the target's next turn
<=60 ft. - DC10 - 2 turns
<=90 ft. DC5 - 3 turns
>90 ft. DC1 - 4 turns
Rangers Focus. If Ashe hits a creature with both attacks of its multiattack, as a bonus action Ashe may make two empowered attacks. These empowered attacks deal an additional d8 piercing damage and increases the slow from Frost Arrows to reducing the creature's movement speed by 20 ft.
Volley (Recharge 4-6). As a bonus action Ashe may fire a 60 ft. cone of arrows. Creatures within this area must make a Dexterity saving throw or take 2d6 (7) piercing damage and 2d6 (7) cold damage and be affected by Frost Arrows. If a creature has at least 3/4ths cover behind another creature or object from Ashe, they are not affected by this ability.
Kite. When a creature clearly using a melee weapon moves to 15 ft. away from Ashe, Ashe may move half her movement speed away from the creature.
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