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So, this is one of the spells that isn't clear. Warding Bond makes it so the target is resistant to ALL damage, but half the damage they take will automatically transfer to the caster.
Resistance is when damage hits you but you take half of it. If I were to throw a fireball at you and you failed your dexterity saving throw you will take 8d6 fire damage (meaning you'll roll 8 6-sided dice, add all the totals up and that's how much damage you'll take) Meaning with a third level spell slot you can take up to 48 fire damage. With Warding Bond you'll take 24 if they roll max damage. If you pass the dex save you'll take 12 damage.
The Warding Bond basically is just the caster taking half the damage for the person getting hit. You get hit with a sword for 8 damage, you take 4 and the caster takes 4.
I also cast Daylight and Resist Poison on my other characters as these spells last until the next long rest and the cleric who cast them can remain in camp. I have found this is the best use of the hirelings. Also, I respec the halfling as a specialized pick pocketer since she has the luck racial ability which takes my pick pocket failure from 1 in 20 to 1 in 400.
Hope this helps.
I have found my camp clerics dead before when forgetting this, lol.