Optimizing rendering with a lot of transformations and save/restore
I see this was the second javascript question you posted here and it is unfortunate that there have been no responses in the nearly four years since then. Perhaps you have learned a few things about JavaScript since then.
Looking at the draw method I see that it stores a reference to this in a variable called self. This pattern happens frequently in JavaScript code but it is unnecessary. I see that some of the functions in table utilize self but that could be avoided by binding those functions to this with Function.bind().
It also appears that ctx is passed to each function as a parameter, which is also unnecessary because ctx is hoisted at the top-level and visible within each function as well.
The functions in table associated with keys &quot;[&quot; and &quot;]&quot; could be simply set to ctx.save.bind(ctx) and ctx.restore.bind(ctx), respectively. Furthermore, the functions in table associated with keys &quot;+&quot; and &quot;-&quot; can be set to ctx.rotate.bind(ctx, this.angle) and ctx.rotate.bind(ctx, -this.angle), respectively.
I'm not sure if those changes will be enough to reduce the CPU load. If not, then consider taking out function calls (i.e. calling table[char]) and using a series of if statements or switch statement in the for loop.
Demo
While it may not be much, see the demo below which hopefully provides some proof that the suggestions lead to a slight performance gain (see the drawB() method). I considered using jsPerf but that might be a bit of a stretch to use for this code.


var rules = [
  //["F", "F[+F]F[-F]F"]

  //["F", "F+F--F+F"]

  //["1", "1F1F"],
  //["0", "1F[+0][-0]"]

  //["F", "F+F-F-F+F"]

  ["F", "FF"],
  ["X", "F-[[X]+X]+F[+FX]-X"]
];
var angle = 10;
const times = [{
  y: [],
  line: {
    color: "blue",
    width: 4,
    shape: "line"
  },
    name: "Original draw()"
}, {
  y: [],
  line: {
    color: "green",
    width: 4,
    shape: "line"
  },
    name: "Simplified draw()"
}];

function LSystem(rules, angle, init, level) {
  this.rules = {};
  this.angle = angle * Math.PI / 180;
  this.parseRules(rules);
  this.path = this.generateLevel(init, level);
}
LSystem.prototype.parseRules = function(rules) {
  var self = this;
  rules.forEach(function(rule) {
    self.rules[rule[0]] = rule[1];
  });
};
LSystem.prototype.applyRule = function(input) {
  var output = "";
  for (var i = 0; i &lt; input.length; i++) {
    var char = input[i];
    if (char in this.rules) {
      output += this.rules[char];
    } else {
      output += char;
    }
  }
  return output;
};
LSystem.prototype.generateLevel = function(input, level) {
  if (level == 0) return input;
  return this.generateLevel(this.applyRule(input), level - 1);
};
LSystem.prototype.draw = function(x, y) {
  var start = +new Date();
  var self = this;
  var path = this.path;
  var table = {
    "F": function(ctx) {
      ctx.moveTo(0, 0);
      ctx.lineTo(5, 0);
      ctx.translate(5, 0);
    },
    "+": function(ctx) {
      ctx.rotate(self.angle);
    },
    "-": function(ctx) {
      ctx.rotate(-self.angle);
    },
    "[": function(ctx) {
      ctx.save();
    },
    "]": function(ctx) {
      //ctx.stroke();
      ctx.restore();
      //ctx.beginPath();
    }
  };
  ctx.save();
  ctx.clearRect(0, 0, 500, 500);
  ctx.beginPath();
  ctx.moveTo(x + 0.5, y + 0.5);
  ctx.translate(x + 0.5, y + 0.5);
  for (var i = 0; i &lt; path.length; i++) {
    var char = path[i];
    var cmd = table[char];
    cmd &amp;&amp; cmd(ctx);
  }
  ctx.stroke();
  ctx.restore();
  const end = +new Date();
  times[0].y.push((end - start));
  if (times[0].y.length &gt; 1) {
    avg.innerText = times[0].y.reduce((a, b) =&gt; a + b) / times[0].y.length;
  }
};
LSystem.prototype.drawB = function(x, y) {
  var start = +new Date();
  var table = {
    "F": function() {
      ctxB.moveTo(0, 0);
      ctxB.lineTo(5, 0);
      ctxB.translate(5, 0);
    },
    "+": ctxB.rotate.bind(ctxB, this.angle),
    "-": ctxB.rotate.bind(ctxB, -this.angle),
    "[": ctxB.save.bind(ctxB),
    "]": ctxB.restore.bind(ctxB)
  };
  ctxB.save();
  ctxB.clearRect(0, 0, 500, 500);
  ctxB.beginPath();
  ctxB.moveTo(x + 0.5, y + 0.5);
  ctxB.translate(x + 0.5, y + 0.5);
  for (var i = 0; i &lt; this.path.length; i++) {
    var char = this.path[i];
    var cmd = table[char];
    cmd &amp;&amp; cmd();
  }
  ctxB.stroke();
  ctxB.restore();
  const end = +new Date();
  times[1].y.push((end - start));
  if (times[1].y.length &gt; 1) {
    avgB.innerText = times[1].y.reduce((a, b) =&gt; a + b) / times[1].y.length;
    avgB.classList.toggle('faster', parseFloat(avgB.innerText) &lt; parseFloat(avg.innerText));
    avgB.classList.toggle('slower', parseFloat(avgB.innerText) &gt; parseFloat(avg.innerText));
    avg.classList.toggle('faster', parseFloat(avg.innerText) &lt; parseFloat(avgB.innerText));
    avg.classList.toggle('slower', parseFloat(avg.innerText) &gt; parseFloat(avgB.innerText));
  }
}


// main
var ctx,
  ctxB,
  s = new LSystem(rules, angle, "X", 5),
  sB = new LSystem(rules, angle, "X", 5),
  output;
window.onload = function() {
  ctx = document.querySelector("canvas").getContext("2d");
  ctxB = document.getElementById("cnvB").getContext("2d");
  output = document.querySelector("pre");

  ctx.translate(50, 500);
  ctx.rotate(Math.PI / 180 * -65);
  ctx.translate(0, -250);

  ctxB.translate(50, 500);
  ctxB.rotate(Math.PI / 180 * -65);
  ctxB.translate(0, -250);

  //ctx.translate(250, 500);
  function d(t) {
    requestAnimationFrame(d);
    ctx.clearRect(0, 0, 500, 500);
    ctxB.clearRect(0, 0, 500, 500);
    s.draw(0, 250);
    sB.drawB(0, 250);

    s.angle = Math.PI / 180 * (25 + Math.sin(t / 1000));
    sB.angle = Math.PI / 180 * (25 + Math.sin(t / 1000));
  }
  output.textContent = s.path.length;
  requestAnimationFrame(d);
};
canvas {
  border: 1px solid black;
}

output.slower {
  background-color: red;
  color: white;
}

output.faster {
  background-color: green;
  color: white;
}
&lt;div id="chart"&gt;
  &lt;div id="comparison"&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;table&gt;
 &lt;tr&gt;&lt;td&gt; Avg time for &lt;code&gt;draw()&lt;/code&gt;&lt;/td&gt;&lt;td&gt; &lt;output id="avg"&gt;&lt;/output&gt; ms
&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;
  Avg time for modified &lt;code&gt;draw()&lt;/code&gt; &lt;/td&gt;&lt;td&gt;&lt;output id="avgB"&gt;&lt;/output&gt; ms
&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;
&lt;canvas width="500" height="500"&gt;&lt;/canvas&gt;
&lt;canvas width="500" height="500" id="cnvB"&gt;&lt;/canvas&gt;
&lt;pre&gt;&lt;/pre&gt;



Result
Below is a chart comparing the elapsed times of 100 calls to the original draw method and the modified draw method.