The Wizard's:
>When you die, you cast your final, ultimate spell: Wish. Shout out your wish, but make it quick - you are dying, you know. The last thing you see before your body disintegrates into dust is reality twisting and thrashing to make your wish come true.
The Cleric's:
>When you die, your god will show up, in person, to escort your soul to the realm of the dead. Any witnessing your god will be stunned with awe, terror, or bliss, whichever is most appropriate. Your god will grant you a final request. If you request vengeance, the ground your god walks will forever be cursed and every attack it makes will scar the land. If you request anything else, whatever your god touches while completing the task will be eternally consecrated. In either case, your grave becomes a holy place, and any petitioner who visits your grave with an appropriate offering can speak to your god directly.
The Shaman's:
>When you die, all of your existing totems shatter and release the spirits held within. A chrysalis of spiritual energy begins forming near your body. Random objects from the environment and pieces of broken totem fly into the cocoon. Finally, the spiritual maelstrom dissipates. There on the ground is your totemic legacy: an artifact of great power.
>Work with the GM to create a powerful magic item. It could be an amulet, or spear, or any type of object. Its magical effects should be related to what you desired or stood for in life. Let this be your heirloom, Shaman, your spirit’s endowment to future generations.
What do you think of Death Moves such as these? On one hand, they can be a cool way to incentivize PCs to be bold and take risks; if they die, they go out in a blaze of glory. On the other hand, they can create awkward scenarios like "Well, the Barbarian died (probably because they were deliberately trying to get themselves killed). Now, nothing else in the battle matters, because the Barbarian gets to wipe out all the enemies unopposed."