[RPG] What items can a Thief use as a bonus action with his Fast Hands


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?

Best Answer

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.