D&D 5E Have you seen "Squished Leveling" in DND?

Before I start, I found my "squished leveling" variant in an old notebook of mine recently. I wasn't able to find a similar "squished leveling" variant online when I made this in the pre-Xanathar's days of 5e. Plenty of stuff about E6 and E10 variants for 3e and 3.5e though. Nothing that quite hit what I was going for, unfortunately. Its possible it's been done since then so if you've got something that fits the bill I'd love to see it.

The basic idea is that it keeps certain aspects of 5e leveling like prof bonus, spell slots, extra attack, ASIs, and HP the same for levels 1-10. However, most other class and subclass features are gained at lower levels than normal. It combined a lot of things I was looking for at the time: getting to actually see some higher level features in play, less HP bloat at high levels, and less high end magic.

Examples for the Barbarian, Paladin, Wizard, and my design decisions are below so you can see what I'm talking about.
Anything green has been changed with its original level in brackets.
LevelProf BonusFeaturesRagesRage Damage
1+2Rage, Unarmored Defense2+2
2+2Reckless Attack, Danger Sense2+2
3+2Primal Path3+2
4+2ASI, Fast Movement [5]3+2
5+3Extra Attack, Path Feature [6]3+2
6+3Feral Instinct [7], Brutal Critical (1) [9]4+3 [9]
7+3Relentless Rage [11]4+3 [10]
8+3ASI, Path Feature [10]4+3 [11]
9+4Brutal Critical (2) [13]4+3 [12]
10+4Path Feature [14]5 [12]+3 [13]
10.1+4Persistent Rage [15]5 [13]+4 [16]
10.2+4ASI5+4 [17]
10.3+5Indomitable Might [18], Brutal Critical (3) [17]5+4 [18]
10.4+5ASI [16]5+4 [19]
10.5+5Primal Champion [20]Unlimited [20]+4 [20]

Anything green has been changed with its original level in brackets.
LevelProf BonusFeatures1st2nd3rd4th5th
1+2Divine Sense, Lay on Hands-
2+2Fighting Style, Divine Smite2
3+2Divine Health, Sacred Oath3
4+2ASI3
5+3Extra Attack, Aura of Protection [6]42
6+3Sacred Oath [7]42
7+3Aura of Courage [10]43
8+3ASI43
9+4Cleansing Touch [14]432
10+4Sacred Oath [15], Improved Divine Smite [11]432
10.1+4Aura Improvements [18]433
10.2+4ASI433
10.3+5-4331
10.4+5ASI4331
10.5+5Sacred Oath [20]43321 [17]

Anything green has been changed with its original level in brackets. I don't remember my reasoning for putting Spell Mastery and Signature Spells at 10.1 and 10.3 instead of 10.3 and 10.5. I'm sure it seemed reasonable at the time.
LevelProf BonusFeaturesCantrips Known1st2nd3rd4th5thParagon Spell Level
1+2Spellcasting, Arcane Recovery32
2+2Arcane Tradition33
3+2-342
4+2ASI, Tradition [6]443
5+3-4432
6+3Tradition [10]4433
7+3-44331
8+3ASI44332
9+4-443331
10+4Tradition [14]543332
10.1+4Spell Mastery [18]5433326th
10.2+4ASI5433327th
10.3+5Signature Spells [20]5433327th
10.4+5ASI [16]5433328th
10.5+5-5433329th

Design choices:
  • I left levels 1-3 alone. They've got plenty going on as is and I don't want to deal with any more level dip stuff than already exists.
  • Most classes get their second archetype feature at level 5. A couple are at 4 and one is at 6.
  • Not every feature was kept "in order". I wanted to make sure archetype features had at least one level between them. Additionally, I wanted strong features at level 10 since that's kind of the capstone now.
  • In rare instances a feature is too early. Wizards get their second tradition feature at level 4. Great for most wizards, but the Necromancy Wizard is stuck with a feature they can't use until level 5 because they need a 3rd level spell slot.
  • There's a soft level cap at 10. I included five paragon levels (levels 10.1-10.5) for the highest level features. Those levels do not get additional hit points or hit dice. I guess I was feeling my 2e roots when I made this.
    • I tried putting everything (except 6th-9th level spells) into just 10 levels. It went too far for my liking, which is how I decided on paragon levels.
  • 6th-9th level spells are the only major feature change in this variant. You only get them if you take paragon levels and you only get one paragon spell slot. It recovers on a long rest if you cast a 6th level spell, two long rests for a 7th, three for an 8th, and four for a 9th. You can cast higher level paragon spells according to the table.
    • The other variant (variant-ception?) was that you get additional lower level spell slots if you don't want high level spells at all.
 

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To my eye this is different take on E6... but also not! One could do something similar with an E9 etc. where you buy later features, but this is, well, different.
I like the idea behind this, though I think I'd be more partial to E# because it keeps the crazy spells etc. out of play... but I can understand that players want to experience that level of super power... this could be a happy medium between E# and vanilla play.

I hadn't heard of squished leveling before. It's an interesting idea.
 
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so its now 15 levels instead of 20 with an HD cap and the higher level abilities moved to lower levels?
okay, how did you decide where to put things eg Sacred Oath [15], Improved Divine Smite [11] both at level 10
 
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  • The other variant (variant-ception?) was that you get additional lower level spell slots if you don't want high level spells at all.
I like this suggestion.

this is my variant of current spell slots vs spell slots limited to 5th level spells.

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or you can just do Spell Point variant and limit it 5th level slots.
 

so its now 15 levels instead of 20 with an HD cap and the higher level abilities moved to lower levels?
okay, how did you decide where to put things eg Sacred Oath [15], Improved Divine Smite [11] both at level 10
Subclass features come online at different levels across classes and their power/purpose isn't consistent. For the original three Paladin subclasses their level 15 subclass features are a fairly simple reactive and/or passive benefit. Combining that with offensively minded Improved Divine Smite made level 10 feel like a capstone. Paladin was particularly tricky because I wanted to get subclass features online earlier, but they uniquely have a subclass feature at level 20. Everyone else ends their subclasses between 14 and 18.

While there are 15 levels my focus was mainly on the first 10. The Paragon stuff was always meant to be optional. A bit more meaty than just saying "here's a boon, enjoy".
 

What problem is this intended to address?
I think @Horwath said it pretty well. There are cool features that never really see the light of day in my games. By having them show up earlier I get to see them and have a chance to use them before the campaign ends. That was the main issue that other variants I found didn't address well. Less important was reducing or even removing 6-9th level spells and hit points. Pretty much the same thing many E# variants are going for. Lastly, a world where there's no level 20 PCs running around fits my personal preferences for what most dnd campaigns should look like. Totally subjective.
 

I think @Horwath said it pretty well. There are cool features that never really see the light of day in my games. By having them show up earlier I get to see them and have a chance to use them before the campaign ends. That was the main issue that other variants I found didn't address well. Less important was reducing or even removing 6-9th level spells and hit points. Pretty much the same thing many E# variants are going for. Lastly, a world where there's no level 20 PCs running around fits my personal preferences for what most dnd campaigns should look like. Totally subjective.
Speaking as someone who has played the game up to 20 a couple of times, those "cool features" are broken cheese. That's why games end before they become an issue.

Just level up quickly and see for yourself.
 
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What problem is this intended to address?
I also think having only ten levels can change how low level play is viewed. Dungeon Crawl Classics is a 10 level system (and even level 5 is considered high level), and it doesn't make you wait until high levels to get to the good stuff. Level 1 adventures can already have things like demons, demigods, and time travel. It's also a rebuttal to the idea that a "first level is special" mentality means that characters are superheroes, since it advertises itself as a game of gritty characters who die frequently.

Having only ten levels encourages going big right out of the gate, and I think that's not necessarily a bad thing.
 

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