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Some clever person, who loves data mapping, might have set something up for D&D beyond, but it would be a labour of love that would need to be updated every time a new D&D manual came out. As FGU already has a character wizard that is similar to beyond's, while handy, it would also be a little redundant.
How deep can you customize skills in FGU where effects still are automated? For example homebrew overlapping auras that cancel eachother out are particularly dreadfull to handle in most cases.
https://www.fantasygrounds.com/wiki/index.php/5E_Effects so you just add it as an action either to your campaign or to a character's sheet actions and drag and drop it onto a character or NPC in the combat tracker. Once you start combat and either roll dice or cycle through initiative it's all automated, even recharge effects like dragon breath. I think (I don't own it) there is an AOE mod in the Forge that you can buy for a few $$ that actually automates paladin save aura's and such.