5e rituals do not generally have costs so part of the paradigm is flumixed up to a degree I really do not have strong ideas on the translation yet. If one is ignoring that hd might actually be a better tool (since the number of them you have scales with level there is less need for a make a save to create an ascending cost for more difficult things.
Well, 5e's ritual system just isn't much like 4e's at all. I mean, you CAN create 5e spells that effectively ARE rituals and can be cast as such, and simply have no real utility as memorized spells, in which case they are pretty similar to a 4e ritual, it just isn't the typical way things work.
And yes, 5e doesn't really have the sorts of 'hooks' that 4e has either in terms of structured use of keywords, specific resources, etc. Even the concept of 'treasure as a resource' is not REALLY that useful because in 5e terms there are no specific amounts of treasure a character would normally control as a resource, whereas in 4e residuum, ritual components, gold, etc. are all part of a single resource pool which has expected values at any given level.
5e does have 'hit dice', which can be used a lot like HS in 4e, so there is that, and advantage/disadvantage are possible costs/benefits in some situations. Then again, lack of a skill challenge system means there is no fixed value to 'get advantage on your next check in this challenge' or somesuch.
At least 5e does have a, fairly rudimentary, system in terms of Inspiration, that could be leveraged, but it really would benefit heavily from being restructured. I wrote an improved version for HoML and it can be pretty useful.