LOTRO Beorning Builds in Shroud of the Avatar
A skin-changer who fights in man form or as a great bear, fueled by Wrath. Rebuild the LOTRO Beorning in Shroud of the Avatar: one deck per trait line.
This post is for Beorning players from The Lord of the Rings Online who are curious about Shroud of the Avatar, and for SotA players who miss the class. You get three builds, one per trait line, on one character. It is part of every LOTRO class rebuilt in Shroud of the Avatar; if decks are new to you, read the deck building guide first. SotA has no classes: with 21 skill schools and two specialization slots, a "class" is a deck plus a specialization pair (see the classes explainer).
The Beorning rates a fair fit. Each trait line rates good, since almost every strike, heal and debuff has a plain SotA counterpart, but the signature system, the bear form and the Wrath that drives it, has none. These builds rebuild what each line does in a fight; none of them turns you into a bear.
The LOTRO Beorning in brief
The Beorning is a skin-changer that fights in Man form or Bear form and switches between them in combat. Its vital is Wrath, which replaces Power: many Man-form skills build it, and Bear form unlocks stronger skills that spend it. Bear form also adds a Wrath point every 3 seconds, and Wrath resets to zero at every login. In Man form you swing a weapon; in Bear form you maul with claws and roar. lotro-wiki calls the Beorning tanky in every specialization.
The Hide (blue) tanks: it holds groups with Menacing Maul and Thunderous Roar, saves itself with Hurricane, blocks without a shield and gains Wrath when hit. The Claw (red) deals damage with bleeds and with finishers that consume all your Wrath, which Thrash refills fast. The Roar (yellow) heals with Wrath-funded group heals such as Rejuvenating Bellow, debuffs from melee range, and puts the Mark of Grimbeorn on one ally so your heals stack extra incoming healing there. lotro-wiki calls it the hardest healer in the game to play. The lotro-wiki Beorning page has the full trait trees.
Damage
Slam and Slash: Man-form weapon strikes that build Wrath.
Bee Swarm and Armour Crush: debuffs that lower the target's mitigation or raise the damage it takes.
Bash and Serrated Edge: hits that leave an 18-second bleed.
Execute and Final Strike: finishers that need 50 Wrath and consume it all.
Defense
Thunderous Roar: all nearby enemies must attack you for 5 seconds.
Thickened Hide: incoming damage x0.4; each hit heals 1 % of maximum morale.
Healing
Hearten: a Man-form heal plus a 14-second heal over time.
Rejuvenating Bellow: heals a target and their fellowship within 20 m.
Bear Up and Overbearing: revives, out of combat and in combat.
Control
Grisly Cry: a 12-second fear that breaks on harm.
Takedown and Levelling Roar: 5-second knockdowns, the second from range.
Vicious Claws and Rending Blow: strikes that interrupt inductions.
Beorning trait lines as Shroud of the Avatar builds
Trait line | Role in LOTRO | SotA build | Specialization pair | Fit |
|---|---|---|---|---|
The Hide (blue) | Tank: bear durability, area aggro, debuffs; Hurricane cooldown | Tank (bare-handed) | Heavy Armor + Earth Magic | good |
The Claw (red) | Damage: bleeds, Wrath finishers, Thrash refills Wrath | Melee DPS | Blades + Heavy Armor | good |
The Roar (yellow) | Healer: Wrath-funded group heals, debuffs and control in melee | Healer (melee) | Life Magic + Bard | good |
The main build is The Hide, in the Tank archetype. You specialize in exactly two schools; slotting a school and training its Specialization skill are separate steps, and only the slotted pair pays out.
Every line can use SotA's one stand-in for the form. Treat the line's deck as your Bear deck and build a short Man deck from the Man-form stand-ins in the table below: Body Slam for Slam, Healing Touch and Healing Grace for Hearten, Thrust for Slash if you carry a blade. Link the same armor to both, because Heavy and Light Armor buffs end when a swap takes that armor type off. A built deck can be equipped mid-fight for Focus, and the innate Efficient Swapping lowers that cost. The swap changes your skills, not your shape.
The Hide: bare-handed tank
Primary schools are Heavy Armor and Earth Magic, with Subterfuge for Pugilism and Opportunity Strike, Light Armor for Dodge, Fire Magic for Immolation and Focus for Efficient Swapping. Specialize in Heavy Armor and Earth Magic. Heavy Armor holds both player taunts: Taunt, an area aggro pulse, and Provoking Shout. Heavy Armor Specialization gives Taunt a chance of a second pulse on up to five targets, 25 % at Specialization 80. Earth holds Stone Fist, a close-range hit that scales with Strength and can stun several targets. Earth Magic Specialization adds up to 16 Earth attunement at mastery 80, and hostile spell damage scales with the attunement gap.
A starting deck; more copies unlock as each skill levels, and the last copy needs the school specialization.
Stone Fist x3
Taunt x2
Provoking Shout
Earth's Embrace x2
Glancing Blow x2
Absorb Impacts
Shield of Crystal
Dodge
Opportunity Strike
Knight's Grace
Immolation
That is 16 glyphs, with no maximum deck size and a minimum that rises to 23. Glancing Blow and Earth's Embrace, which raises damage resistance, stand in for the hide. Dodge is your Counter, and a dodge arms Opportunity Strike, which then avoids most armor. Shield of Crystal and Immolation are both shield spells, and only one can be up at a time. Train the innates Pugilism, Bulwark of Earth, Sympathy of Stone, Deflection, Hard Headed and Efficient Swapping; innates are always on and never go in a deck.
Link heavy armor with Link What I Am Wearing and fight bare-handed: Pugilism is SotA's bare-fisted combat skill and also adds to Stone Fist. Plate costs Earth spells nothing; Immolation, a Fire spell, pays half of the penalty armor puts on Air.
The Claw: bleeds and finishers
Primary schools are Blades and Heavy Armor, with Tactics for Reckless Stance. Specialize in Blades and Heavy Armor; Heavy Armor keeps you tanky and stays slotted when you move over from The Hide. Rend deals damage over time and cuts the target's healing. Coup de Grace is your Execute, a big hit on a target under 20 % health.
Rend x3
Double Slash x2
Thrust x2
Whirling Blades x2
Coup de Grace x2
Body Slam
Glancing Blow
Inner Strength
Reckless Stance
That is 15 glyphs. Leave combos out of the list: Whirling Blades and Rend form Sawblade Sweep in your hand, an area hit with a chance of damage over time (Serrated Edge), and Double Slash and Thrust form Quadruple Slash, four quick hits (Brutal Maul). Inner Strength raises your Strength for a while, close to Blood Prize. Train Vital Points, the Blades innate for critical chance. Link heavy armor and a blade; the deck casts no Air, Fire or Death spells, so armor costs it nothing.
The Roar: melee healer
Primary schools are Life Magic and Bard, with Moon Magic for Fireflies and Earth Magic for Stone Fist. Specialize in Life Magic and Bard. A roar that heals the fellowship plays like a song: Melody of Mending heals every ally near you, and matching unlocked glyphs stack, so three in hand make a much stronger song.
Melody of Mending x3
Healing Burst x2
Healing Grace x2
Healing Ray
Healing Blast
Purify
Resurrection
Refrain of Resistance
Psalm of Stagnation
Fireflies
Stone Fist
That is 15 glyphs. Refrain of Resistance, a group resistance song, is your Piercing Roar; Psalm of Stagnation slows nearby enemies, and Fireflies raises the critical damage your target takes. Life heals gain a bonus from the time since you last harmed a target, and every Stone Fist resets it, so hit while the group is healthy. Resurrection has no description in our skill database, so we could not confirm it works in combat. Train Beneficent Blessing, the Life innate for heals on others. Link your armor to the deck; Life, Bard, Moon and Earth glyphs take no armor penalty.
Each deck carries its own linked gear and can be equipped in combat for Focus or out of combat for free. The specialization pair changes at any skill trainer or Oracle Confirmatory, with no lock-in and no experience cost. The Hide and The Claw share Heavy Armor, so moving between them changes one slot; The Roar changes both.
No deck code yet. Codes are generated by the game (Share Deck copies one, Import Deck reads one); we will add them when the site's deck planner ships.
Skill-by-skill: LOTRO Beorning skills in SotA
LOTRO skill | What it does | SotA skill or combo | Closeness |
|---|---|---|---|
Bear-form / Man-form | Form swap; Bear form clears Disarm, adds Wrath every 3 s | None | none |
Slam | Man-form heavy weapon strike; +15 Wrath | Body Slam | close |
Slash | Man-form basic swing; +5 Wrath | Thrust | close |
Thrash | Fast claw chain; each use hits harder; +5 Wrath | Double Slash | partial |
Hearten | Heal plus 14 s heal over time on you or an ally | Healing Touch + Healing Grace | close |
Biting Edge | Man-form area attack: two quick, vicious strikes; +15 Wrath | Double Slash / Whirling Blades | close |
Vigilant Roar | Fierce cry at one enemy that deals weapon damage | Taunt | partial |
Bee Swarm | Hit plus 12 s damage over time; -1 % physical mitigation | Rend + Break Armor | close |
Ferocious Roar | Battle cry: gain 5 Wrath every second | Rhapsody of Recovery | partial |
Claw Swipe | Group swipe lowering melee, ranged, tactical damage; stacks 3 | Break Weapon | partial |
Grisly Cry | 12 s fear that breaks on harm | None | none |
Nature's Vengeance | Hit that removes up to 3 corruptions from the enemy | None | none |
Shake Free | Breaks dazes, stuns, roots, knockdown and disarm | Knight's Grace | close |
Vicious Claws | Hit that interrupts inductions | Body Slam; stun chance is the nearest tool | partial |
Cleanse | Cures up to 3 disease, wound, fear or poison effects | Purify | close |
Rush | Sprint: +40 % movement speed to close on foes | Dash / Engage Opponent | close |
Relentless Maul | Moving frontal channel; the Roar line heals the fellowship with it | Elysian Illumination | partial |
Sacrifice | 60 % of an ally's incoming damage hits you, unmitigated | Valiant Warden | close |
Bear Up | Out-of-combat revive at 80 % morale, 60 % power | Resurrection | close |
Counter | Reactive stance: +15 % evade; an evade unlocks Counterattack | Dodge | close |
Counterattack | Free strike after an evade while Counter runs | Opportunity Strike | exact |
Guarded Attack | Hit; stacks +1 % physical and tactical mitigation, five times | Body Slam + Earth's Embrace | close |
Recuperate | Self heal plus 12 s heal over time; -20 Wrath | Healing Grace / Death Touch | close |
Rending Blow | Paw strike that interrupts inductions | Body Slam; stun chance only | partial |
Armour Crush | Target takes +4 % incoming damage; replaces Rending Blow | Splintering Strike (combo) / Break Armor | close |
Menacing Maul | Moving frontal channel that raises your threat | Provoking Shout + Stone Fist | close |
Thorned Armour | Negates and reflects 10 % of each hit taken | Absorb Impacts + Immolation | partial |
Thunderous Roar | All nearby enemies must attack you for 5 s | Taunt | close |
Thickened Hide | Damage taken x0.4; each hit heals 1 % max morale | Absorb Impacts + Death Shield | close |
Hurricane | Brief 100 % evade and +50 % threat | Dodge + Provoking Shout | close |
Bash | Heavy hit that knocks back and bleeds for 18 s | Puncture / Rend | close |
Expose | Target takes more melee, tactical and ranged damage | Break Armor / Fireflies | close |
Nature's Wrath | Furious maul that builds Wrath | Stone Fist | close |
Trample | Forceful area trample | Whirling Blades / Ground Pound | close |
Serrated Edge | Area strike that bleeds every target for 18 s | Sawblade Sweep (combo) | close |
Execute | Single-target finisher: needs 50 Wrath, consumes all | Coup de Grace | close |
Brutal Maul | Moving frontal channel with swift hits | Quadruple Slash (combo) / Whirling Blades | close |
Savage Knockdown | Spends all Wrath; knocks down up to 5 enemies | Earthquake / Knockdown | close |
Composure | Self heal; replaces Hearten | Healing Touch / Death Touch | close |
Blood Prize | Frenzy: more bleed and Wrath-builder damage | Inner Strength / Berserk | close |
Final Strike | Area finisher on up to 5: needs 50 Wrath, consumes all | Whirling Blades / Ground Pound | close |
Call To Wild | +40 % skill damage, not bleeds, for a short time | Berserk / Reckless Stance | close |
Encouraging Roar | Large heal on one target; heal over time on the marked ally | Healing Ray / Melody of Mending | close |
Mark of Grimbeorn | Ally mark that alters your skills; your heals stack on it | None | none |
Nature's Salve | Heal for allies in an area around your target | Healing Burst / Soothing Rain | close |
Takedown | Knocks the target down for 5 s | Trip / Knockdown | close |
Rejuvenating Bellow | Heals the target and their fellowship within 20 m | Melody of Mending / Healing Burst | close |
Nature's Mend | Man-form heal for the target's fellowship; +5 Wrath | Healing Burst | close |
Levelling Roar | 5 s knockdown on one enemy, from range | Earthquake / Gust | close |
Piercing Roar | Fellowship defense buff; raid-wide when traited | Refrain of Resistance | close |
To Your Aid | Man-form strong heal on an ally; -20 Wrath | Healing Blast | close |
Overbearing | In-combat revive at 50 % morale, 40 % power | Resurrection | close |
Nature's Bond | An ally receives 70 % of your incoming healing | None | none |
Form-swap skill set (mechanic) | Bear form unlocks the stronger Wrath spenders | Efficient Swapping; a second deck swapped in mid-fight | partial |
Wrath (mechanic) | Replaces Power; Man form builds it, Bear form spends it | Tap Soul | partial |
Wrath finishers (mechanic) | Execute, Final Strike, Savage Knockdown need 50 Wrath, consume all | Coup de Grace | partial |
The Hide (trait line) | Counter, Counterattack; Wrath when hit; block without a shield | Glancing Blow + Fortify Defenses | partial |
The Claw (trait line) | Bash, Expose; +3 Wrath per critical hit | Aetheric Feedback + Vital Points | partial |
The Roar (trait line) | Encouraging Roar, Mark of Grimbeorn; heals stack on the mark | Life Magic Specialization + Beneficent Blessing | partial |
LOTRO systems with no SotA equivalent that touch the Beorning: mounted combat and mounted skill variants, weapon and armor proficiencies, travel skills such as Wanderlust, the Fellowship Manoeuvre wheel, Legendary Items and virtues, and armor-set skills such as Reckless Slam.
Leveling path
Start with The Hide, the Beorning's main build; its Heavy Armor half carries into The Claw. In SotA a skill levels as you use it, spending experience from your adventuring pool. You start with 25,000 experience in each pool, experience is permanently doubled, and no hourly ceiling limits what a kill pays. Right-click a skill to set Training, Not Training, Train to Level or Unlearning; a skill that is not training gains nothing. The XP planner has exact costs per level.
First, Stone Fist, Taunt and Glancing Blow, plus the Pugilism innate. Stone Fist is your main hit and Pugilism adds to it, Taunt holds the group, and Glancing Blow is your first layer of hide.
Second, Earth's Embrace, Provoking Shout, Absorb Impacts and Knight's Grace. They cover Guarded Attack, Menacing Maul, Thickened Hide and Shake Free.
Third, Dodge, Opportunity Strike and Shield of Crystal, for Counter and Counterattack. Then buy Heavy Armor Specialization and Earth Magic Specialization from a trainer and slot both; they cap at 200, and a realistic target is 100. Add Efficient Swapping when you build the Man deck.
Later, add Rend and Coup de Grace for The Claw, or Healing Grace and Melody of Mending for The Roar. Unlearning returns 100 % of a skill's experience, and dying never removes experience from a skill. Battle Fatigue starts at adventurer level 80.
What Shroud of the Avatar can't match yet
The bear is the gap. In LOTRO the form and its Wrath drive the class, and SotA has none of that. No glyph changes your body or gives you a form's stats, and no glyph builds a pool that another glyph spends. Focus is your only pool, and its nearest refill, Tap Soul, is a Death spell that drains life. Shapeshift, the nearest skill SotA ever had, is removed from the game.
The two-deck swap is the stand-in. It lets you carry two sets of glyphs into a fight and equip the second mid-fight for Focus, a cost Efficient Swapping lowers, and if both decks link the same armor, your Heavy Armor buffs stay on. It does not change your shape, stats or defenses, and it builds nothing: no glyph in the Man deck makes the Bear deck stronger, and the Bear deck works from the first second without it. The Wrath finishers lose their spend-everything cost too; Coup de Grace wants a target under 20 % health, and Earthquake and Knockdown spend nothing. If you want to play a bear, this post cannot give you one.
Four more rows map to nothing. Grisly Cry has no match, since no SotA skill causes fear. Nature's Vengeance has none because nothing strips a corruption or buff from an enemy. For Mark of Grimbeorn, no glyph marks an ally for your other glyphs to read, and no skill raises the healing an ally receives. Nature's Bond passes your incoming heals to an ally, which nothing in SotA does; Valiant Warden, the only ally link, moves their damage to you instead. Vicious Claws and Rending Blow interrupt inductions in LOTRO; Body Slam's stun chance is the nearest tool, so both rate partial. No glyph channels a moving melee attack, so the three Mauls become single hits, combos or a Sun beam.
What SotA does give a Beorning player is the rest of the kit: 39 rows in the table rate close, one is exact, and all three lines fit on one character.
FAQ
Can I switch between trait-line builds on one character?
Yes. You hold two specialization slots and change them at any skill trainer or Oracle Confirmatory, with no experience cost and no lock-in. Each build is its own deck with linked gear, and a built deck can be equipped in combat for Focus or out of combat for free. Unlearning a skill refunds 100 % of its experience.
Can I turn into a bear in Shroud of the Avatar?
No. Nothing in SotA changes your body, and Shapeshift is not in the game. The closest you get is a Man deck and a Bear deck with the same linked armor, swapped mid-fight for Focus. That changes the glyphs you are dealt and nothing else.
How does a Beorning hold aggro in SotA?
With the Heavy Armor taunts. Taunt is an area aggro pulse, and at Heavy Armor Specialization 80 it has a 25 % chance of a second pulse on up to five targets. Provoking Shout is the second aggro skill, with a Focus cost. Half of each threat event you make also lands on every other hostile that can see you.
Does plate slow Stone Fist or my heals?
No. Worn armor slows Air spells and raises their Focus cost, Fire and Death spells take half that penalty, and other schools are unaffected. Stone Fist, Life heals and Bard songs cast the same in plate as in cloth; in these decks only Immolation pays a little.
The hub has every LOTRO class rebuilt in Shroud of the Avatar. The other LOTRO tanks are the Guardian and the Warden. From the Monsters & Memories series the closest match is the Druid, whose wolf and jackal forms have no SotA counterpart either. Mechanics verified against Catnip Games' work log and patch notes as of October 2026; the balance pass across 200+ skills is still running, so numbers can move. LOTRO skill details are from lotro-wiki as of Update 50 (October 2026).
