My group uses and loves Fantasy Grounds, despite its quirks. There is a definite learning curve, but the forum community is one of the most helpful I've ever seen. Post a question, you're very likely to get a useful response within a few minutes.
As far as the cost goes, you can get a subscription for a a few bucks a month. You can each get the standard license for $4, or the DM can get the group license for $10. Buying the licence outright is a one-time expenditure of $40 or $150 respectively, if (like me) you don't feel like dealing with a monthly sub.
The "basic" rules module and the SRD module are included at no cost, and they have the full automation built in. While the rulebooks and adventures are available (now at a more reasonable price) you can also easily add your own class, monster, spell, whatever. Before the deal with WotC was worked out and "official" content was even available for Fantasy Grounds, my group was playing 5e with content modules we had made ourselves from the basic rules pdf and scans of the PHB--it's not hard. If you want to use a homebrew class that you find on ENWorld, for example, you can set that up in about 5 minutes without even having to RTFM.
I have become so spoiled by the Fantasy Grounds combat tracker that doing it all on paper seems like a chore now.