Yes, but when you've only got one of them, it's not exactly a lot of gold. Handy, but not amazing at level 4, though a few extra items can't hurt.
Here's a few others not mentioned:
Boots of Leaping and Springing (permanent jump spell, surprisingly useful for a short ranged attacker. 30' jumps/9' high from most things on the array. Not great, but something to consider)
Cloak of Elvenkind (stealth advantage and visual perception disadvantage against you, nice)
Cloak of Protection (boring, but who doesn't want better AC and saves as a corpse/tank?)
Decanter of Endless Water (long ranged trip attack, low DC, but handy for when people are mobbing an enemy with melee and a bomb will hit them. Or just to help out meleers)
Elemental Gem (1 use only, but an early elemental can be a combat monster in lvl4 encounters. Your panic button)
Eversmoking Bottle (want an engagement of basic melee attackers or shooters to turn into treacle? Heavily obscure everything and run away. Unlimited uses, RP compatible, and darkvision isn't IR, so the smoke cuts most vision, but you can still see enough to do stuff. I like this one as a choice. RAW everyone being blind is "normal" combat (advantage + disadvantage to hit), but most DMs rule it as disadvantage to all. Except you, who's hitting via static DC Dex saves, not AC rolls)
Gem of Brightness (50 blind charges. Count 'em. 50! That's a lot of BFC for one item, at a fairly reasonable DC. Very good, I'd probably recommend this as a pick for your character if you don't go the bottle. It'll eventually be worthless, but good until it isn't)
Headband of Intellect (you need Int. This gives you lots of it. Really good for an uncommon item. Stat dumps ahoy! The array looks rather nice all of a sudden. Another top pick. Until your DM takes it away from you and your character is virtually useless)
Helm of Telepathy (it's fiddly, but 1/day Suggestion is great. You lack spell slots and known spells, this gives you a good (potentially overpowered), useful (can suggest anything) spell. Nice)
Pearl of Power (more spell slots. Why not? Everyone needs more spell slots, especially you. Kinda of levels up with you, because you won't have level 3 spells for a very long time)
Pipes of Haunting (DC15 AoE fear vs Wis save. This is very nice as a defensive item for a ranged attacker. Recharges a bit each day, so always good. Needs wind instrument proficiency, but grab it from background or downtime train it in)
Slippers of Spiderclimbing (unlimited spiderclimb, and not veto'd by your DM. Stand on a wall or ceiling and lob bombs at things safely. Not quite flying, but not far off it in some scenarios)
Staff of the Adder (ok, you can't attune to it RAW, but your DM might let you. A very nice melee weapon for people that usually don't do that)
Staff of the Python (reusable summon. Your corpse in a stick. Again, unattunable RAW. If you can use it, you can do far worse than a 60HP corpse that can melee and restrain a little. Just make sure you re-stick him before he's dead, or he's gone forever. Will make a great tag-team partner for your Mechanical Servant at lvl6. Note that the snake is Huge in size, so can't be counter-grappled easily by many things, while still being able to hit-grapple-restrain damn near anything. Surely your Warlock friend can help you attune to it, and it can easily be reskinned as your prior experimentation on the road to your servant. Another very good pick)
Stone of Good Luck (+1 saves and skills. You do stuff, this helps you do stuff)
Wand of Magic Missiles (for when attack rolls and AoE aren't your thing. Pew Pew Pew)
Any of these are way better than a Robe of Money. Unless of course you meant "I can craft two more
artificer items before we start" in which case I've kind of wasted my time writing this