Proving a negative is impossible, of course, but I'm fairly confident that there are no general guidelines for creating magical items with triggers other than the main four from the question:
- Spell completion
- Spell trigger
- Command word
- Use activated
... plus continuous items.
However, the Contingency spell would probably be useful for the "when X happens, do Y" items.
For pricing such items, the only real rule is to find an existing item of similar power and price your item similarly. The Item Creation Rules have guidelines, and there's some evidence that an item that requires the "right" slot to duplicate a feat costs around 5k (eg., the Gloves of Arrow Snatching, which allow use of the Snatch Arrow feat twice per day), but the rule is to price it based on similarly-powerful items.
I would specifically recommend asking whether a generic character would buy the new item instead of a +X weapon, armor/shield, Stat item, or cloak of resistance: if a generic character is definitely going to buy the item instead of a +2 shield, the price should be higher than the 4k a +2 shield would cost; if it's a toss-up between the new item and a +1 weapon, a price of around 2k is probably about right. This is difficult, especially for new GMs or items that are highly situational (eg., the "self-destruct if a person is too far away from an item" item) or setting-dependent (eg., the auto-healer if divine magic is rare in "this" world).
In my experience, it's generally been best to err slightly on the side of making the item too expensive, then adding some extra treasure if need be.
Remember, too, that "Activating a magic item is a standard action unless the item description indicates otherwise." (Using Magic Items) The rules don't preclude magic items that can be activated as move/swift/free actions, they just don't provide much in the way of guidelines for making them.
That said, it's entirely possible to build most of the items in the question's list using just the Big 5 triggers:
- Self-destruct device if a person forgets some important item somewhere
- continuous item using Alarm and/or Scrying as a base requirement, plus a sufficiently powerful boom-ey spell
- Magical flashlight
- use activated or command word item based on several of the Evocation (light) spells, eg., light
- Booby-trapped bags of holding
- again, adding Alarm to the base requirements could serve to trigger the booby trap, as could simply calling it a variant Bag of Devouring
- Device that casts True Sight on owner when near evil-aligned characters, or perhaps Hide Alignment near good-aligned characters
- again, a continuous item with Alarm and the appropriate Detect spell (eg., Detect Evil)
- A crossbow that automatically fires a bolt when [given target] is in its cross hairs
- this is a reasonable interpretation for how True Strike works; an item that allows the wielder to use True Strike with a single attack from a weapon could be said to do this; similarly, Haste grants an extra attack in some situations...
- Necklace that casts a buff when its owner falls prone
- a constant item with Contingency as part of the creation process could probably do this
- Automatic potion-imbibing devices when its owner is low on HP.
- again, Contingency could probably be used in creating this
The easiest way to gain advantage on a death saving throw is to use inspiration.
If
you
have
inspiration,
you
can
expend
it
when
you
make
an
attack
roll,
saving
throw,
or
ability
check.
Spending
your
inspiration
gives
you
advantage
on
that
roll.
Alternatively, you could be a Wild Magic Sorcerer, and use Tides of Chaos. Well, probably.
Starting at 1st level, you can manipulate the forces of
chance and chaos to gain advantage on one attack roll,
ability check, or saving throw.
The 3rd- level spell Beacon of Hope explicitly grants advantage on death saving throws for its duration.
Fighters can use Indomitable to reroll a failed saving throw - not precisely the same as advantage, but pretty close.
Beginning at 9th level, you can reroll a saving throw that
you fail.
There are almost certainly more options that I've missed - getting advantage on things is a pretty fundamental part of 5e.
Best Answer
No.
RAW:
Only creatures make saving throws. Unattended objects (including magic items) do not make saving throws. But most damaging spells do not affect objects anymore. Almost all of them only affect creatures.
Even the mighty Disintegrate (and it can affect objects) is ineffective on magical objects:
One damaging spell that can affect magical objects is Meteor Swarm:
Objects have Armor Class and Hitpoints. Not saving throws. They have a "damage threshold" that works like the old 3.5 hardness.
Magic items have resistance to all damage:
Homebrewing:
Saving throws are bound to abilities in 5e. If you were to make an item with ability scores, then it would gain saving throws. Animated Objects for example, are treated like creatures when they are animated. They have Ability scores, so they should be able to make saves in these two abilities.
(Nobody said they would have great saving throws).