Most teams using Merch have a mix of people: someone who places orders, someone who approves spend, and a handful of folks who just need to see what's going on. Access on Merch works one of two ways, depending on whether spend controls is enabled on your account.
- Standard access (default). Every teammate you invite gets the same access — anyone on the account can do anything inside it.
- Spend controls enabled (opt-in). Three roles — Admin, Manager, and Sender — take effect, with permissions stacking up the hierarchy. Optional Teams group senders under a Manager with shared caps. See Roles, teams, and permissions for the details.
#What every teammate can do in standard mode
Once invited and signed in, a teammate can place orders, approve proofs, run campaigns, view invoices, manage payment methods, edit saved addresses, invite other teammates, and use the API. If they are on your account, they have the keys.
#Inviting teammates
Open Settings in the side nav, choose Users, and click Invite User. Enter their name, email, and (optionally) job title. They get an email with a sign-up link, set a password, and they are in.
See Team and users for the full flow.
#How to manage access
In standard mode, access is uniform, so the lever you have is who is on the account.
- Add someone when they need to take action in the portal
- Remove someone as soon as they do not — when they leave the company, change roles, or finish a project
Removing a teammate stops their sign-in immediately. Their order history and comments stay attached to their name as a record.
#When you need stricter access
If your team needs a tighter model — view-only access for some people, billing locked away from order placers, per-team budgets, regional separation — spend controls is the path. Turning it on switches your account into the Admin/Manager/Sender model with optional Teams and per-user or per-team caps. Reach out to your account team to enable it, and see Roles, teams, and permissions for what changes once it's on.