I thought I'd jump in here just to prevent you from potentially wasting money, depending on what technique you're going for in Blender, you won't be able to import that into Godot simply because of compatibility. Now there's an argument to be had about that I'm sure as others will chime in but for example you were talking about learning particle effects in Blender and I'm not 100% sure that you can even import particle effects from Blender to Godot the way you're probably thinking.
A better use of your time would be to really study up on Godot's shader and particle system to create something yourself. Yes that would take a lot of time, but it would prevent you from more importantly wasting money and also you wouldn't be learning something that would be useless.
This is just my opinion as well, because I get it if you're going purely for looks and just want to have some pretty hair physics working in the engine. From a professional perspective I feel like hair is one of those things that's diminishing returns big time. I'd rather see a solid polygon model that represents the character properly than have my computer chugging away trying to render extremely detailed hair for each model and potentially ruining the experience performance wise of your overall game. I think physics hair is one of those very overhyped features and it doesn't really add much to games.
As others have said as well from a technique perspective I wouldn't even bother spending money on that tutorial, you can find similar stuff for free online. It's only worth paying for that kind of thing if the teacher is really good and you want to support their content or if you're learning something very specialised.