At 3rd level, the Thief archetype for rogues grants a feature called Fast Hands that allows:
[...] the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Player's Handbook p. 97
The following items all require the use of an action in their descriptions:
- Acid
- Alchemist's Fire
- Ball Bearings
- Caltrops
- Climber's Kit
- Healer's Kit
- Holy Water
- Hunting Trap
- Lantern, Hooded
- Oil
- Poison, Basic
- Potion of Healing
- Tinderbox
Magic items are called out specifically as being incompatible with the Fast Hands feature:
If an item requires an action to activate, that action isn't a function of the Use an Object action, so a feature such as the rogue's Fast Hands can't be used to activate the item.
Dungeon Master's Guide p. 141
And potions are magic items, as indicated by the italic text in the Player's Handbook and their position in the Dungeon Master's Guide's magic item treasure section.
So can all nonmagical items that require an action for use be used, or do items that require an attack roll (acid, alchemist's fire, holy water, etc.) not qualify?