True, it would be blue for them.
Hex takes a bonus action, so it doesn't work well with shield master, polearm master, or hordes of enemies.
Though it is pretty good against a big solo target.
Thank you for posting in the general forum. I would never have found it elsewhere.About moving this thread, I'm not sure it's completely an opmitization one - a lot of it is about cool thematical choices. But the mods should do whatever they feel like doing.
At low levels, it could be worth it. But in higher levels, when magic armor becomes common, a +1 studded leather makes it obsolete. But since you had a good experience with it, I might edit it.
I appreciate your edit.
If magic armour is just around the corner, Bracers of Defence have probably already turned up. They give +2 to AC but only of you're unarmoured. The best that actual armour can be is +3.
So, before Dex (but assuming a high Dex PC), mage armour + Bracers gives AC 15, while +3 studded leather (the best light armour) gives AC 15. The same AC, without actually having to wear armour, coming online much sooner (have you seen the rarity of +3 armour?), and it takes one action to 'don', rather than several rounds.
Why go for Magic Initiate?
- Versatility
Two cantrips to be used at will and a 1st level spell once for long rest can solve many problems in specific builds, or help characters do what they already do even better (ex. Fighter with Hex). Many times, simple spells like these can also unburden the main caster(s) of the group, allowing them to be more focused.
- Self-sufficiency
In groups/campaigns where magic is scarce, cantrips and 1st level spells make up for "holes" in the group. If your character usually scouts ahead of the group or does solo assignments, this is doubly true. Communication, illumination, reach... you choose.
- Flavor
Let's face it, to some people spell-less classes just feel... plain. Wouldn't it be great if 'Malakai, the Fighter' could be 'Malakai, Defender of the Enduring Flame', with Control Flames, Fire Bolt and Burning Hands? What about 'Nalia, the Monk" becoming "Nalia, the Feyblessed" with Druidcraft, Shillelagh and Faerie Fire? These are not the optimal choices, sure, but who cares - these guys are now cool!
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When is Magic Initiate a good option?
- If you're a Variant Human and/or have a feat to spare;
- If you're not MAD (relying on too many attributes to be decent);
- If you want a little more versatility and fun from a spell-less class;
- If you want a specific spell or cantrip from another class without multiclassing;
- For specific builds who need a spell for their 'combos';
That's about it, I think.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.