Jonathan Wild — Thief-Taker General of London

Jonathan Wild — Thief-Taker General of London

Jonathan Wild has built a business from the fact that London wants stolen property returned almost as badly as it wants thieves punished. He knows where goods disappear, which fence will buy them, which watchman can be bribed, which prisoner will talk and which victim will pay quietly rather than involve a court. The dangerous part is that Wild often knows these things because the theft passed through his own network.

He presents himself as a practical servant of order: a man who can recover a merchant’s silver cup, identify a housebreaker or find a missing ledger before the city’s formal officers finish asking questions. Behind that respectable usefulness is a second ledger of thieves, informants, hidden goods and carefully chosen betrayals. Adventurers who deal with him may never be certain whether he is solving the crime, selling the answer or arranging the next one.

At a Glance

  • Name: Jonathan Wild
  • Known as: The Thief-Taker General
  • Species: Human
  • Age: Early forties
  • Base: London
  • Role: Criminal organiser, finder of stolen goods, information broker and unofficial thief-taker
  • Alignment: Lawful Evil
  • Campaign status: Alive and active
  • Campaign use: Underworld patron, corrupt investigator, information broker, hidden antagonist or uneasy ally

Game Statistics





5.5e / 2024

Jonathan Wild
Medium Humanoid (Human), Lawful Evil

Armor Class 16 (studded leather)
Hit Points 82 (11d8 + 33)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 16 (+3) 18 (+4) 16 (+3) 20 (+5)

Saving Throws Dex +6, Wis +6, Cha +8
Skills Deception +11, Insight +9, Investigation +10, Perception +6, Persuasion +11, Sleight of Hand +6, Stealth +6
Senses passive Perception 16
Languages English, French, thieves’ cant
Challenge 6 (2,300 XP; PB +3)

Traits

Double Ledger. Wild keeps different versions of every agreement. He has Advantage on Charisma (Deception) checks made to conceal his own involvement in a crime and on Intelligence (Investigation) checks concerning stolen goods, fences, wanted thieves and corrupt officers in London.

Everyone Owes Someone. When Wild succeeds on an Insight check against a creature, he learns whether fear, money, reputation or loyalty is currently the strongest practical pressure on that creature. This reveals no supernatural secrets and does not compel behaviour.

Prepared Exit. Wild can take the Disengage or Hide action as a Bonus Action.

Actions

Multiattack. Wild makes two attacks with his Shortsword or Dagger.

Shortsword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) extra damage if Wild has Advantage on the attack roll.

Dagger. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.

Call in a Debt (Recharge 5–6). Wild chooses up to two allies within 60 feet that can hear him. Each may use its Reaction to move up to half its Speed. One chosen ally may also make one weapon attack or attempt to Grapple a creature at the end of that movement.

Expose the Weak Link (1/Day). One creature within 30 feet that can hear Wild must make a DC 16 Wisdom saving throw. On a failure, the creature is Shaken until the end of Wild’s next turn: it cannot take Reactions and has Disadvantage on the next ability check or saving throw it makes before then. Wild must know a real fear, debt, secret or relationship he can invoke.

Reactions

Not My Man. When an ally within 30 feet fails a Deception, Stealth or Sleight of Hand check, Wild can force that ally to reroll the check, provided the ally can see or hear him. The second result must be used.

Jonathan Wild — 5e / 2014

Medium humanoid (human), lawful evil

Armor Class 16 (studded leather); Hit Points 82 (11d8 + 33); Speed 30 ft.; Challenge 4 (1,100 XP; proficiency bonus +2, personal combat only).

STR 11 (+0), DEX 17 (+3), CON 16 (+3), INT 18 (+4), WIS 16 (+3), CHA 20 (+5).

Saving Throws Dex +5, Wis +5, Cha +7; Skills Deception +9 (expertise), Insight +7 (expertise), Investigation +8 (expertise), Perception +5, Persuasion +9 (expertise), Sleight of Hand +5, Stealth +5; Senses passive Perception 15; Languages English, French, thieves’ cant.

Traits

Double Ledger. Wild has advantage on Charisma (Deception) checks to conceal his own part in crimes and Intelligence (Investigation) checks regarding stolen goods, thieves and corrupt officers in London.

Everyone Owes Someone. After succeeding on a Wisdom (Insight) check against a creature, Wild learns whether fear, money, reputation or loyalty seems its most powerful current pressure. He learns no supernatural secrets and cannot compel obedience.

Sneak Attack (1/Turn). Wild deals an extra 7 (2d6) damage on a hit with a finesse or ranged weapon if he has advantage on the attack or an ally stands within 5 feet of the target, provided Wild does not have disadvantage.

Actions

Multiattack. Wild makes two attacks with his shortsword or dagger.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Call in a Debt (Recharge 5–6). Up to two willing allies within 60 feet who hear him may use their reactions to move up to half their speeds. One may then make a weapon attack or attempt a grapple; these allies are separate encounter creatures.

Expose the Weak Link (1/Day). One creature within 30 feet that can hear Wild must make a DC 15 Wisdom saving throw if Wild can invoke a genuine debt, secret or fear. On failure, the target can’t take reactions and has disadvantage on its next ability check or saving throw before the end of Wild’s next turn.

Bonus Actions

Prepared Exit. Wild takes the Disengage or Hide action.

Reactions

Not My Man. When an allied creature within 30 feet fails a Deception, Stealth or Sleight of Hand check, Wild can force it to reroll, using the second result, if the ally can hear him.

This original 2014 version keeps Wild’s established intelligence-network powers but separates his personal combat CR from his organisation’s danger. Other-edition blocks are not rewritten.

Pathfinder 1e

Jonathan Wild CR 6; human rogue 5/expert 3; LE Medium humanoid.

AC 20, touch 14, flat-footed 16; hp 61; Fort +5, Ref +9, Will +8.

Melee mwk shortsword +9 (1d6+2/19–20) or dagger +9 (1d4+2/19–20); Special Attacks sneak attack +3d6.

Str 11, Dex 18, Con 14, Int 18, Wis 15, Cha 20. Feats Alertness, Deceitful, Persuasive, Skill Focus (Bluff), Skill Focus (Knowledge [local]). Skills Bluff +20, Diplomacy +18, Disguise +15, Knowledge (local) +19, Perception +15, Sense Motive +17, Sleight of Hand +13, Stealth +13.

Informant Web (Ex). In London, Wild can make a Knowledge (local) check in place of Diplomacy to gather information and can do so in half the normal time when investigating theft, stolen goods, wanted criminals or corrupt officers.

D&D 3.5e

Jonathan Wild CR 6; human rogue 5/expert 3; LE Medium humanoid.

AC 19; hp 54; Fort +4, Ref +9, Will +8; Melee masterwork shortsword +9 (1d6+2/19–20); sneak attack +3d6.

Abilities Str 11, Dex 18, Con 14, Int 18, Wis 15, Cha 20. Feats Alertness, Deceitful, Negotiator, Persuasive, Skill Focus (Gather Information). Skills Bluff +20, Diplomacy +18, Gather Information +21, Hide +13, Knowledge (local) +19, Listen +13, Sense Motive +17, Sleight of Hand +13, Spot +13.

What Is Jonathan Wild Doing Right Now?

A series of thefts has begun to trouble Wild because the stolen objects are almost worthless on the ordinary market: signet rings, wax impressions, scraps of chancery wording, fragments of household account rolls and discarded passes from noble retinues. Someone is assembling the pieces needed to make false authority look convincing.

Wild has already recovered two items and quietly sold one back to its owner. He has not told the owner that Fagin’s young thieves saw the buyer, or that Charles Hitchen has begun arresting low-level thieves who know too much.

Wild’s immediate goal is to identify the buyer before the forged documents are used. His longer goal is to control the buyer afterward.

Encounters

Wild receives people in a clean room above a noisy business where no one can easily overhear. He is courteous, neatly dressed and careful not to touch stolen property in front of strangers. He asks for dates, names, marks, witnesses and values before discussing motives.

He dislikes impulsive violence because violence creates corpses, witnesses and enquiries he cannot price. He is at his most dangerous when everyone in the room believes they are negotiating separate agreements with him.

Personality

Wild is controlled, observant and profoundly cynical about loyalty. He believes almost everyone can be moved by the right combination of fear, debt, reputation and convenience. He does not regard himself as a hypocrite. In his own mind, he merely understands that law and crime are markets whose participants pretend to be morally different.

He hates disorder he cannot tax, predict or redirect. A reckless killer such as Bill Sikes is useful only while pointed at someone else.

Relationships

Charles Hitchen: rival, occasional partner and proof that official authority can be just another criminal asset.

Jenny Diver: an independent thief Wild would prefer to control but respects too much to underestimate.

Fagin: supplier of information and small thieves; useful, slippery and never given the whole picture.

Jack Sheppard: a recurring humiliation. Every escape weakens the value of Wild’s promises to the authorities.

City officers and victims: Wild survives because both sides sometimes prefer a quiet recovery to a public process.

Equipment and Resources

  • Shortsword and two concealed daggers
  • Three coded ledgers kept in separate locations
  • Reward notices, copied warrants and descriptions of wanted thieves
  • Hidden cash for bribes and immediate purchases
  • Safe houses and rented rooms under other names
  • Informants among porters, servants, tavern staff, gaolers, fences and petty officers
  • Seized or “recovered” goods retained as leverage

Adventure Hooks

  • The False Authority: Wild wants the party to identify who is buying seals and official scraps before a forged warrant moves armed men through London.
  • Property Recovered: Wild returns a stolen relic to the party before they have reported it missing. His price is a future favour.
  • The Wrong Thief: Hitchen has arrested one of Wild’s informants. Wild claims the prisoner is innocent of this particular crime.
  • The Double Reward: Two powerful households offer rewards for the same missing object, and Wild intends to collect from both.
  • Sheppard Escapes Again: Jack Sheppard disappears from custody hours before he was supposed to name one of Wild’s safe houses.
  • Jenny’s Ledger: Jenny Diver steals one of Wild’s coded books. Wild hires the adventurers to recover it without reading it; everyone else wants them to read it first.

Connected Places and People

Mythical and Historical Context

The real Jonathan Wild lived approximately 1682–1725 and profited from receiving stolen property while acting as a thief-taker. This 1454 London figure is a fictional predecessor, not the documented eighteenth-century criminal. His double ledgers, protection rackets and informants are reimagined within medieval household and city law. See the Dictionary of National Biography for the historical career, and the London Museum for Wild’s later role in pursuing Jack Sheppard. The present-day conspiracy and rule mechanics are campaign fiction.

Rules Notes

The game statistics and campaign relationships on this page are original adaptations designed for play in the stated rules editions.

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