Invite your team and choose their roles

A workspace starts with exactly one person: you, as its owner. Everyone you add afterwards gets their own account in this workspace, sets their own password, and holds one of three roles.

Start with the part that decides how many people you can have at all.

Seats

PlanSeats
Free2
Pro25

The free plan seats two: you, and one teammate. Which role that teammate gets is your choice — an operator to share the inbox with, or an admin who can also write the knowledge base.

A seat is held by an active teammate and by an invite nobody has accepted yet. That is deliberate: without it, a workspace could send twenty invites on a plan with five seats and find out only as they were accepted, one refusal at a time. A teammate's role has nothing to do with it — the quota counts people, not what they may do.

A deactivated teammate holds no seat. That is what makes deactivating somebody the way back under your plan's limit, and it is also why bringing them back is a request that can be refused.

Once every seat is spoken for, the Team page replaces the invite form with a banner saying how many of how many seats are in use.

Send the invite

Team in the console, then Invite teammate. Three fields — full name, email, role — and one button.

What happens next is entirely between us and them:

You never see, set or need their password. If a colleague asks you what their password is, the honest answer is that nobody here knows it.

Until they open that link, the Team page shows them as invited: the row exists, the seat is spent, and the account cannot sign in yet because it has no password at all.

What each role may do

OwnerAdminOperator
Read the inbox, reply, transfer a conversation, leave internal notesyesyesyes
Use canned responsesyesyesyes
Create and edit canned responsesyesyesno
Write, publish and delete articles; manage categoriesyesyesno
Widget settings, working hours, branding, workspace settingsyesyesno
See the list of teammatesyesyesyes
Invite a teammateyesyesno
Change a teammate's roleyesyes, except an owner'sno
Deactivate a teammate, or bring one backyesyes, except an ownerno
Revoke an invite nobody acceptedyesyes, except an ownerno
Grant somebody the Owner roleyesnono
Receive the "somebody is waiting and nobody is online" alertyesyesno
Hold a personal integration token for an AI clientyesyesyes

Two things this table is really saying:

Changing a role later

Roles are not decided once at invite time. On the Team page each row carries its role as a control, and picking a different one applies immediately — no re-invite, no new password, nothing on the teammate's side to do.

Three rules govern it, and a row you may not change shows its role as plain text with the reason next to it:

A deactivated teammate's role is locked too — bring them back first, then change it.

Together those keep the thing nothing else guards: a workspace always has at least one owner. The last owner cannot be demoted or deactivated by an admin, and cannot do either to themselves. Changing a role never affects seats — a seat is a person, whatever they may do.

Taking somebody off the team

The last column of the Team table carries exactly one action per row, and which one it is depends on that row's status:

Their statusThe actionIn one line
InvitedRevoke inviteThe row goes, and the address is free again
ActiveDeactivateTheir access ends; everything they wrote stays
DeactivatedReactivateThey get it back

The rules are the same two that govern a role change, and they hold the same invariant: nobody does this to themselves, and only an owner does it to an owner. A row you may not act on carries no action at all.

Deactivate

It asks you to confirm first. Then, at once:

One caveat worth knowing rather than discovering: if they have the console open at that moment, that tab can keep working for up to ten minutes. Sessions are ended immediately, but the short-lived token already in their browser is checked by its signature rather than against their row, so it runs out instead of being torn up. It is the same lag a role change and a password reset have. Anything that needs a fresh one — a reload, or simply waiting — stops.

Deactivating is not deleting. Their name stays on every message they sent and every article they wrote; only the ability to sign in and take up a seat goes away.

Reactivate

This one acts on the click, with no confirmation step — it gives access back rather than taking it away.

Revoke invite

This one is only offered for somebody who never opened their link. The row itself is deleted, which means:

Somebody who has already accepted cannot be un-invited — deactivate them instead. And a deactivated person's address is not free either: the answer for them is Reactivate, not a new invitation.

Fixing an invite that went wrong

There are two levers, and they fix different mistakes.

Invite the same address again, while that invite is still unaccepted. This issues a fresh link and kills the previous one, and spends no new seat — the row was already there and already counted. Use it when the invite expired, went to spam, or carried a typo in the name.

Revoke it and start over. Use it when the address was wrong, or when you simply do not want that person any more.

The second lever is also the way out of a tight spot on the free plan. The Team page hides the invite form once every seat is spoken for, and on the free plan "you, plus one invite that expired" is already both seats — so the form you would fix it with is not on screen. Revoke the invite: that frees the seat, and the form comes back.

What still cannot be done

A teammate cannot be permanently deleted. Deactivation is as far as it goes, and that is a deliberate choice rather than a missing button: erasing the row would take their name off every message they ever sent and leave years of conversation history anonymous. If your workspace has an obligation that deactivation does not satisfy, write to us.

After they are in