This is true across literally all games - video, board, tabletop.
You tell new players X is the "newbie" class, I guarantee you 90% of new players will not willingly pick that class. It's not even perversity at this point - it's experience - stuff "for newbies" sucks like a nuclear vacuum-cleaner in 99% of games.
If you want to make a class appeal to newbies, just give it things newbies like. Specifically if you give it:
1) An animal companion or familiar from level 1.
2) Magic and fighting. Doesn't have to be actual D&D spell-spells, but like some cantrips and stuff? Especially combat ones.
3) Style/a cool name.
4) Not heavy armour, because trust me, no-one but experienced players thinks heavy armour is cool, or rather if they did, they wouldn't be playing "newbie class", they'd be all over Fighter/Paladin.
Then it'll basically cause newbies to flock to it.
Your class whilst decently well-designed, is like, the polar opposite of what "newbies" are likely to want to play. So even if you break out the old reverse-psychology and try to trick newbies into playing by saying it's "powerful" and stuff, they're going to go "nah" to this one.
ncG1vNJzZmivp6x7prrWqKmlnF6kv6h706GpnpmUqHypu8yemaudp2LAtrzEq2SsoZ2luaZ5wqWYrKtdqbWmec%2Brpp2hl657d4SXbmprZw%3D%3D