Yes, having an AC of 18 for 30 minutes per short rest at level 1 is different then a Hexblade having 24/7 Medium Armor at level 1.
I'm not sure which part this was directed at. Is this a response to the curse being a reaction? This does limit it. Let's say a Hexblade and Bestower wants to ambush someone. Hexblade uses their Hexblade Curse on target, and then attacks. The Bestower wouldn't be able to use their Curse/Mark because neither them nor an ally has been targeted by an attack. It's worse off than a Hexblade cursing someone with a bonus action on their own terms.
Just how many short rests is being taken in the game?
Would it be better if I changed it to 1 hour, and made it twice per short rest?
That's like saying that a Hexblade gets unlimited healing if it plays its character right.
You can't add your dexterity modifier to your transformation armor class. Also, at this point in the game, the Hexblade would have magical armor.
Only cursed enemies.
So my mistake on the Spector, but you can only have 1 per long rest.
Now back to your abilities.
Magic Warrior:
"Your armor class becomes 18. When you reach level 9, it becomes 19, at 17, 20."
It never says this is armor at all, so by your wording it is assumed you can use your DEX modifier. Which makes this overpowered. Even a level 1 warrior can't afford full plate, so giving an equivalent to a caster is overpowered whether you can use your DEX modifier or not.
Upon transforming you may choose to,magically arm yourself with a weapon and shield, 2 weapons a 2h weapon or bow.
So you're also giving them a magic weapon at lvl 1. All other Warlocks have to wait until lvl 3 and take pact of the blade to get a magic weapon, by doing this, you allow a warlock to ignore that pact all together and gain the benefits of 2 pacts when they take pact of the tome or chain.
When you are reduced to 0 hit points, you can drop to 1 instead, it ends your transformation prematurely
Transformation lasts half your level in hours.
The combination of all of these abilities are more powerful than any 1 level 20 ability in the game.
Mark of Defeat:
"As a reaction, when you or an ally is targeted by an attack, you may use your reaction to mark a target."
"There is no limit to how many times you can use this feature"
Again, you can use this every turn. It doesn't matter if you can't use it to ambush someone. Because it's a reaction, what makes this worse is that you can Hex someone and mark them in the same turn. There isn't even a range on this. Someone is getting attacked every turn. Plus with the actual abilities this give "automatic max damage on a crit and recover a spell slot upon the creature's death" makes this stronger than a level 20 ability.
Unwavering vigor:
"If the marked target hits you with an attack, roll a d6, on a 4 or higher the attack does no damage."
Again, since you have unlimited uses of your mark, and you can apply it as a reaction, this ability is unlimited.
Magic Warrior Mastery:
At this point, your transformation lasts 7 hours. You should be activated, and have 1 on standby, so this ability probably won't be needed.
Everything about this pact is way overpowered, you can't even compare this to a Hexblade for balance, or anything, because there is no balance. I feel like I've done a good job explaining why everything is overpowered. If someone else has something else, feel free to chime in.
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