Nah. The whole point of the bottle method is so the player doesn’t know if it failed or succeeded.
The ability Favored by the Gods can ONLY activate if you fail the save/attack roll. Here’s the RAW.
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
So I get that yes I wouldn’t know the number I would fail by (rolling a 2 vs DC 20 or rolling a 15 vs DC20) but this ability would never be useful for Wis saves. Which feels bad.
I do like that shield method, and have used it for shield and counterspell in past games.
This is cool in theory, but kind of annoying if you are trying to modify the roll with something like Favored by the Gods from Divine Soul Sorcerer that specifically can activate if you fail the roll.
You add an additional 2d4 to your attack/save that fails.
I’m not sure if ANY other dice modifications work after knowing failure, but I know this one does. I know when I play divine souls I always like to save it for those random Int/Wis saves that’ll get ya.
Assuming 5e, I think level 20 clerics can just automatically get Divine Intervention once a week. I might be misremembering hahaha
This is the stormwind fallacy
I think 5e barbs can use any medium armor and be fine. Depends on edition tho.