The description of the Use an Object action says:
When an object requires your action for its use, you take the Use an Object action.
So any nonmagical item that specifically requires an action can be used with the Use an Object action. More specifically, everything on your list, with the exception of potions as you noted, can be used with the Use an Object action.
No. Combat-time skill/ability checks don't necessarily require a PC's action.
[Sources reviewed: PHB, DMG, Sage Advice (the one that matters)]
This is because there's nothing about combat-time that changes the fundamental concept of a skill/ability check:
- player declares action+intent;
- GM decides whether the action is guaranteed, impossible, or requires a check (DMG p.237);
But in combat we've got to track actions, so there's an unstated--but necessary--step 3:
- GM adjudicates the action-economy "cost" of the declared action. (See "Other Activity on Your Turn," PHB p.190)
It's simply not impossible for a player to declare an action that's (a) interesting to roll a check for, and (b) the GM rules shouldn't consume an action during their turn.
But in my experience, GMs have required an action every time. Why?
I've been subjected to this as a player, and I believe I've done this as a GM. In my case, it's informed by the Hide and Search actions described in the combat chapter. They clearly set the precedent for "you want to use a skill above-and-beyond passive use? You've got to devote some time and attention to it, as represented by your action."
There are some examples where we will not require a check, by the rules: see Grappling and Shoving (PHB p.195).
But there are plenty of examples where we might "charge" an action: swimming during combat might just be part of your movement or it might require an athletics check (PHB p.182), and it might be so strenuous that a GM feels it should consume one's action. Likewise if one tries to Intimidate the rushing mob, I know many GMs (myself included) who'd require enough in-game effort/attention go into that display that it consume one's action. The payoff, after all, is pretty high!
Best Answer
This is the answer that you want to read.*
For this list I have compiled all objects that specify that they take an action to use. This list excludes magical items and objects that don't explicitly state that they take an action to use (like tools and objects that require an ability check instead, etc.).
This makes it distinct that all normal interaction that doesn't require an action is handled by Other Activity on Your Turn (PHB 190) and similar sections in the rules. Note that "useful" doesn't mean that you can use objects that don't require an action for the Use an Object action.
Other Activity on Your Turn (PHB 190):
See here that you can use your action to interact with a second action, but that that action is distinct from the Use an Object action which is for objects that require your action.
Activating an Item (DMG 141):
The thereby excluded magical item actions are definitive all magical items with the properties: Command Word, Consumables, Spells and Charges. A very well-versed rules lawyer could argue that all other magic item actions fall under the Use an Object action because the kind of property of activation is defined by these four terms. For the sake of sanity, I will exclude all magical items, even those that may be lawyered into the eligible pool for the Use an Object action. I wouldn't allow this lawyering anyway.
Fast Hands (PHB 97):
The list:
Ball Bearings (bag of 1,000)
Bomb
Caltrops (bag of 20)
Climber's Kit
Dynamite (Stick)
Grenade Launcher
Grenade, Fragmentation
Grenade, Smoke
Healer's Kit
Hunting Trap
Lantern, Hooded
Poison, Basic (vial)
Tangler Grenade
Tinderbox
Things that notably aren't on the list:
Acid (vial), Alchemist's Fire (flask), Holy Water (flask) and Oil (flask) as an action all four require you to make a ranged attack. Oil (flask) is an outliner because it specifies that you can pour it on the ground (but not that this takes an action). At your discretion, you may add these four to the list.
All ranged firearm weapons that have the Reload property can be reloaded, and you may use the Use an Object action for reloading (DMG 267):
All poisons other than the Poison, Basic (vial) don't specify that applying the poison takes an action.
All explosives, firearms and alien technologies are part of the DMGs Workshop and therefore optional content.
* Except for magical items that may be lawyered to fall under the Use an Object action.